Guide:Races Guide by Phantomsplit: Difference between revisions

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The game Baldur's Gate 3 takes place around the Sword Coast on the continent of Faerun on a world known as Toril. But Toril used to be known as Abeir-Toril, until drastic events caused this world to be split in two. The problem is that chaotic and powerful creatures known as Primordials existed in the realm at first. They went to war with the group of gods that had come to try and foster life on the world, resulting in a conflict known as the Dawn War. As the war was drawing to an end and it seemed the Primordials were going to lose the war, they began to grow desperate. In frustration Io the greatest of the Primordials decided that if he could not have Abeir-Toril then he would instead destroy it, which he attempted to do by dropping a moon on the world. As this event was in the process of destroying the world, Io's counterpart named Ao and the greatest of the gods quickly intervened. He split the world Abeir-Toril into two different worlds named Abeir and Toril which are similar but distinctly unique. This event is known as Tearfall.
The game Baldur's Gate 3 takes place around the Sword Coast on the continent of Faerun on a world known as Toril. But Toril used to be known as Abeir-Toril, until drastic events caused this world to be split in two. The problem is that chaotic and powerful creatures known as Primordials existed in the realm at first. They went to war with the group of gods that had come to try and foster life on the world, resulting in a conflict known as the Dawn War. As the war was drawing to an end and it seemed the Primordials were going to lose the war, they began to grow desperate. In frustration Io the greatest of the Primordials decided that if he could not have Abeir-Toril then he would instead destroy it, which he attempted to do by dropping a moon on the world. As this event was in the process of destroying the world, Io's counterpart named Ao and the greatest of the gods quickly intervened. He split the world Abeir-Toril into two different worlds named Abeir and Toril which are similar but distinctly unique. This event is known as Tearfall, and occurred about 33,000 years before BG3 takes place.




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| White || Cold || 15 ft. cone (Dex. save)
| White || Cold || 15 ft. cone (Dex. save)
|}
|}


==== Build Synergy ====
==== Build Synergy ====
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After her exile, Lolth went to the demon inhabited domain of the Abyss in a realm now known as the Demonweb Pits. From there she has plotted against Corellon and her former elven god kin by trying to steal the worship of the dark elves and have them go to war with Corellon's remaining elven worshippers. This primarily took the form of working behind the scenes to cause wars between the dark elves of Illythiir and other elven groups, and then being there to shelter and aid the dark elves when they were in these dire times of war. After enough occurrences of this she became popular among the dark elves. As the dark elves then grew more powerful over time and became more violent under the influence of Lolth and other evil gods, the original elven Seldarine pantheon sought to stop these wars by cursing all dark elves; even those who were not involved in Lolth's wars. They were cursed to become Drow making it difficult for them to tolerate the sun's light on the surface and magically drawing them to the great underground network known as the Underdark. This did stop the conflicts so long as the surface elves stayed away from the underdark, but also drove many neutral or good Drow into the arms of Lolth who was there to care for them. As the Drow moved underground they conquered many locations including the Dwarven Kingdom of Bhaerynden, displacing the dwarves that remained and sending them into exile.
After her exile, Lolth went to the demon inhabited domain of the Abyss in a realm now known as the Demonweb Pits. From there she has plotted against Corellon and her former elven god kin by trying to steal the worship of the dark elves and have them go to war with Corellon's remaining elven worshippers. This primarily took the form of working behind the scenes to cause wars known as the Crown Wars between the dark elves of Illythiir and other elven groups, and then being there to shelter and aid the dark elves when they were in these dire times of war. After enough occurrences of this she became popular among the dark elves. As the dark elves then grew more powerful over time and became more violent under the influence of Lolth and other evil gods, the original elven Seldarine pantheon sought to stop these wars by cursing all dark elves; even those who were not involved in Lolth's wars. They were cursed to become Drow making it difficult for them to tolerate the sun's light on the surface and magically drawing them to the great underground network known as the Underdark. This did stop the conflicts so long as the surface elves stayed away from the underdark, but also drove many neutral or good Drow into the arms of Lolth who was there to care for them. As the Drow moved underground they conquered many locations including the Dwarven Kingdom of Bhaerynden, displacing the dwarves that remained and sending them into exile.


Drow occasionally return to the surface as raiding bands to fulfill some desire of Lolth or another, and these Drow leave disaster in their wake. This has been the state of things for over 10,000 years. Over this time Lolth's influence grew further to the point where most underdark dwelling Drow are fanatically [[Drow#Lolth-Sworn_Drow|Lolth-Sworn]]. There do remain some Drow that try to mend relations and coexist with surface races, to separate themselves from Lolth's influence, and to redeem their evil kin. These are referred to in BG3 as [[Drow#Seldarine_Drow|Seldarine Drow]], which is the name of the original elven pantheon of Gods led by Corellon. They will very likely worship Eilistraee for coming down from godhood to live among them and sharing her similar goals of redeeming the fallen Drow taken by her mother Lolth.
Drow occasionally return to the surface as raiding bands to fulfill some desire of Lolth or another, and these Drow leave disaster in their wake. This has been the state of things for over 10,000 years. Over this time Lolth's influence grew further to the point where most underdark dwelling Drow are fanatically [[Drow#Lolth-Sworn_Drow|Lolth-Sworn]]. There do remain some Drow that try to mend relations and coexist with surface races, to separate themselves from Lolth's influence, and to redeem their evil kin. These are referred to in BG3 as [[Drow#Seldarine_Drow|Seldarine Drow]], which is the name of the original elven pantheon of Gods led by Corellon. They will very likely worship Eilistraee for coming down from godhood to live among them and sharing her similar goals of redeeming the fallen Drow taken by her mother Lolth.


==== World Interactions ====
==== World Interactions ====
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A Seldarine Drow will likely be met with similar reactions to most people, but in most cases BG3 allows the Seldarine to try and calm the person they are talking to and persuade them that they do not behave like their evil brethren.
A Seldarine Drow will likely be met with similar reactions to most people, but in most cases BG3 allows the Seldarine to try and calm the person they are talking to and persuade them that they do not behave like their evil brethren.


==== Mechanical Traits ====
==== Mechanical Traits ====
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** [[Faerie Fire]] (one free cast per long rest, available at level 3) For this spell see the [[Guide:Baldur's Gate 3 Races Guide#Racial_Spellcasting|Racial Spellcasting]] section.
** [[Faerie Fire]] (one free cast per long rest, available at level 3) For this spell see the [[Guide:Baldur's Gate 3 Races Guide#Racial_Spellcasting|Racial Spellcasting]] section.
** [[Darkness]] (one free cast per long rest, available at level 5)
** [[Darkness]] (one free cast per long rest, available at level 5)


==== Build Synergy ====
==== Build Synergy ====
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====The Lore====
====The Lore====
Dwarves in the Forgotten Realms compare to the typical Dwarves in other conventional fantasy settings. They tend to develop underground kingdoms where they amass treasure and might, and develop clan like societies that respect their elders and gods such as the good aligned god of crafting [[Deities#Moradin|Moradin]]. Dwarven commerce largely revolves around mining and blacksmithing. They have great appreciation for finely crafted weapons, armor, and other objects such as chalices, jewelry, and architecture. They feel a natural draw towards the stone and have an intuitive understanding of it to an extent. The Dwarven disciplined structure causes them to come at odds with the elves who are seen as flippant and emotionally driven. However Dwarves tend to get along with [[human|humans]], [[halfling|halflings]], and especially [[Gnome|gnomes]].
Dwarves in the Forgotten Realms compare to the typical Dwarves in other conventional fantasy settings. They tend to develop underground kingdoms where they amass treasure and might, and develop clan like societies that respect their elders and gods such as the good aligned god of crafting [[Deities#Moradin|Moradin]]. Dwarven commerce largely revolves around mining and blacksmithing. They have great appreciation for finely crafted weapons, armor, and other objects such as chalices, jewelry, and architecture. They feel a natural draw towards the stone and have an intuitive understanding of it to an extent. The Dwarven disciplined structure causes them to come at odds with the elves who are seen as flippant and emotionally driven. However Dwarves tend to get along with [[human|humans]], [[halfling|halflings]], and especially [[Gnome|gnomes]].


The most important events in Dwarven lore revolve around the kingdom Bhaerynden. This was the greatest of the dwarven kingdoms on Faerun, located a fair bit South East of the Sword Coast where Baldur's Gate 3 is. Approximately 12,000 years before the events of BG3 one clan of dwarves had splintered off from the ruling dwarves at the time and set off west, founding a new kingdom of Shanatar just south of the Sword Coast (and actually pretty close to where Baldur's Gate II takes place). These dwarves would become known as the [[Dwarf#Shield_Dwarves|Shield Dwarves]]. Many dwarves still remained back in the kingdom of Bhaerynden after the Shield Dwarves splintered off however. But a few hundred years later the dark elves were cursed to become Drow and moved underground, conquering many lands in the process. Among these included the Dwarven kingdom of Bhaerynden. The refugee dwarves from this great empire fled far and wide and became nomadic, with some even going to live on the surface. These Bhaerynden refugees and their descendants became known as the [[Dwarf#Gold_Dwarves|Gold Dwarves]] or the Hill Dwarves. [https://youtu.be/Iw0GN75zZ_E More information on Duergar can be found in this 8 minute video by Spell&Shield].
The most important events in Dwarven lore revolve around the kingdom Bhaerynden. This was the greatest of the dwarven kingdoms on Faerun, located a fair bit South East of the Sword Coast where Baldur's Gate 3 is. Approximately 12,000 years before the events of BG3 one clan of dwarves had splintered off from the ruling dwarves at the time and set off west, founding a new kingdom of Shanatar just south of the Sword Coast (and actually pretty close to where Baldur's Gate II takes place). These dwarves would become known as the [[Dwarf#Shield_Dwarves|Shield Dwarves]]. Many dwarves still remained back in the kingdom of Bhaerynden after the Shield Dwarves splintered off however. But a few hundred years later the dark elves were cursed to become Drow and moved underground, conquering many lands in the process. Among these included the Dwarven kingdom of Bhaerynden. The refugee dwarves from this great empire fled far and wide and became nomadic, with some even going to live on the surface. These Bhaerynden refugees and their descendants became known as the [[Dwarf#Gold_Dwarves|Gold Dwarves]] or the Hill Dwarves. [https://youtu.be/Iw0GN75zZ_E More information on Duergar can be found in this 8 minute video by Spell&Shield].


Flipping back to the Shield Dwarves now and about 2,000 years after the fall of Bhaerynden, Clan Duergar of the Shield Dwarves would begin causing trouble. Clan Duergar sought to practice the teachings of the evil aligned god of magical crafting Laduguer who was xenophobic and encouraged his followers to exploit slavery to obtain their goals, but the Shield Dwarves would not have it. Clan Duergar would then splintered off from the Shield Dwarves to set up their own society where they could freely practice these evil ideals, but their isolation made them a target for [[Mind Flayer|Illithids (Mind Flayers)]] who would capture and conduct experiments on them, and turn them into their own slaves. These changes would ultimately change the physiology of the Clan Duergar dwarves, mutating them into the [[Dwarf#Duergar|Duergar]] we know today. The Duergar remained slaves to the Illithids for about 5,000 years before they won their freedom by allying themselves with dark powers. They went on to found their own society in the Underdark in the great city Gracklstugh where the Duergar toil towards mastering their craft at an unhealthy level and remain very xenophobic. Especially towards their once Shield Dwarf brethren and anything relating to Illithids.
Flipping back to the Shield Dwarves now and about 2,000 years after the fall of Bhaerynden, Clan Duergar of the Shield Dwarves would begin causing trouble. Clan Duergar sought to practice the teachings of the evil aligned god of magical crafting Laduguer who was xenophobic and encouraged his followers to exploit slavery to obtain their goals, but the Shield Dwarves would not have it. Clan Duergar would then splintered off from the Shield Dwarves to set up their own society where they could freely practice these evil ideals, but their isolation made them a target for [[Mind Flayer|Illithids (Mind Flayers)]] who would capture and conduct experiments on them, and turn them into their own slaves. These changes would ultimately change the physiology of the Clan Duergar dwarves, mutating them into the [[Dwarf#Duergar|Duergar]] we know today. The Duergar remained slaves to the Illithids for about 5,000 years before they won their freedom by allying themselves with dark powers. They went on to found their own society in the Underdark in the great city Gracklstugh where the Duergar toil towards mastering their craft at an unhealthy level and remain very xenophobic. Especially towards their once Shield Dwarf brethren and anything relating to Illithids.


==== World Interactions ====
==== World Interactions ====
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Depending on how deep Larian goes with the lore you may see additional reactions based on the above lore. [[Dwarf#Gold_Dwarves|Gold Dwarves]] (Hill Dwarves) may hold a grudge against the [[Drow]] for their conquering of Bhaerynden. Duergar often blame the Shield Dwarves for their abandonment to the hands of the Mind Flayers, so there could be animosity between Duergar and Shield Dwarves. And Hill Dwarves and Mountain Dwarves also often view [[Gnome|Gnomes]] as their cousins, so they may get along as well.
Depending on how deep Larian goes with the lore you may see additional reactions based on the above lore. [[Dwarf#Gold_Dwarves|Gold Dwarves]] (Hill Dwarves) may hold a grudge against the [[Drow]] for their conquering of Bhaerynden. Duergar often blame the Shield Dwarves for their abandonment to the hands of the Mind Flayers, so there could be animosity between Duergar and Shield Dwarves. And Hill Dwarves and Mountain Dwarves also often view [[Gnome|Gnomes]] as their cousins, so they may get along as well.


==== Mechanical Traits ====
==== Mechanical Traits ====
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The Dwarven Subraces obtain:  
The Dwarven Subraces obtain:  
{| class="wikitable"
{| class="wikitable"
|+ Caption text
|+ Dwarven Subrace Features
|-
|-
! Duergar* !! Gold Dwarves (Hill Dwarves) !! Shield Dwarves (Mountain Dwarves)
! [[Dwarf#Duergar|Duergar]]* !! [[Dwarf#Gold_Dwarves|Gold Dwarves (Hill Dwarves)]] !! [[Dwarf#Shield_Dwarves|Shield Dwarves (Mountain Dwarves)]]***
|-
|-
| [[Superior Darkvision]] out to 80 ft** || [[Darkvision]] out to 40 ft || [[Darkvision]] out to 40 ft
| [[Superior Darkvision]] out to 80 ft** || [[Darkvision (Passive Feature)|Darkvision]] out to 40 ft || [[Darkvision (Passive Feature)|Darkvision]] out to 40 ft
|-
|-
| Duergar Magic granting the ability to cast [[Enlarge/Reduce]] on self once per Long Rest starting at 3rd Level, and [[Invisibility]] on self once per long rest || [[Dwarven Toughness]] granting one additional hit point per character level || [[Proficiency]] in Light and Medium Armor
| Duergar Magic granting the ability to cast [[Enlarge/Reduce]] on self once per Long Rest starting at 3rd Level, and [[Invisibility]] on self once per long rest || [[Dwarven Toughness]] granting one additional hit point per character level || [[Proficiency]] in Light and Medium Armor
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  ** The original rules regarding Duergar in tabletop also grants Duergar [[Sunlight Sensitivity]] which is a major drawback for this race. However Larian will likely not implement this feature in BG3, whether that is due to the Illithid tadpole in our brains or following updated tabletop rules.
  ** The original rules regarding Duergar in tabletop also grants Duergar [[Sunlight Sensitivity]] which is a major drawback for this race. However Larian will likely not implement this feature in BG3, whether that is due to the Illithid tadpole in our brains or following updated tabletop rules.
  *** The Shield Dwarves normally get a +2 bonus to their [[Strength]] [[Ability Scores|Ability Score]]. However with the [[Guide:Baldur's Gate 3 Races Guide#Flexible_Ability_Score|Flexible Ability Scores]] changes Larian is making to BG3, the Shield Dwarves may or may not get some form of this feature or something to replace it.
  *** The Shield Dwarves normally get a +2 bonus to their [[Strength]] [[Ability Scores|Ability Score]]. However with the [[Guide:Baldur's Gate 3 Races Guide#Flexible_Ability_Score|Flexible Ability Scores]] changes Larian is making to BG3, the Shield Dwarves may or may not get some form of this feature or something to replace it.
==== Build Synergy ====
Poison damage is very common, so dwarves getting resistance and being able to cut the damage in half is very nice. And  [[Darkvision (Passive Feature)|Darkvision]] can be immensely beneficial to any character as well. The Dwarves' movement speed reductions slightly hampers their melee combat ability, as you may not be able to close range with bad guys quite as quickly. But it doesn't have as great of an impact on characters able to make attacks from a distance. Additionally melee classes that can mitigate this movement speed penalty such as [[Monk]] and [[Barbarian]] may be able to offset it somewhat. Their additional weapon proficiencies are not going to be too beneficial on their own as most builds which want these proficiencies will get them from their class. But [[Monk]] is once again the standout winner from this feature. There is speculation that monks will be able to use their Martial Arts features like unarmed strikes with any weapon that they are [[proficient]] with but lacks the [[Heavy (weapon property)|heavy]] or [[Weapons#Properties|two-handed]] property. This means a dwarven monk could wield a [[warhammer]] with its d10 damage die when wielded as a [[Weapons#Properties|versatile]] weapon, which is much better than the next best option monks get with the shortsword's d6 damage.
The Gold Dwarves' additional HP per level goes great with classes that get up close in melee. Combine this with the tough [[Feats|feat]] on a [[Barbarian|barbarian]] to make a super tank. The Shield Dwarves' additional armor proficiencies go great on characters like squishy casters such as [[wizard|wizards]], [[sorcerer|sorcerers]], lore [[bard|bards]], and [[warlock|warlocks]] as it allows you to leave your [[Dexterity]] at 14 and wear medium armor for an overall [[Armour Class|armor class]] of 16 before accounting for magical bonuses. This combined with dwarven weapon proficiencies makes it feasible (but far from ideal) to make a melee [[Sorcerer|sorcerer]] or [[Wizard|wizard]] character. And lastly the Duergar's Enlarge ability goes great with a melee class that gets multiple attacks such as a monk. Normally in tabletop the bonus damage from [[Enlarge|enlarge]] does not apply to unarmed strikes but in BG3 you are able to apply this additional damage. While the Duergar's [[invisibility]] spell could be very nice for a sneaky type of character including [[rogue]] as well as many other classes if they build themselves this way.
== Elves ==
Elves initially came to Toril about 30,000 years ago (relatively shortly after Tearfall as described in the [[Guide:Baldur's Gate 3 Races Guide#Dragonborn|Dragonborn Lore]] section) from the plane of the Feywild. This plane is known for harboring often mischievous magical creatures with attachment to nature such as satyrs, brownies, and sylphs. This helps explain the elves emotional and relaxed temperament. They include several subraces we will see in BG3 such as moon and sun elves (which are considered [[Elf#High_Elves|High Elves]]) and [[Elf#Wood_Elves|Wood Elves]] and dark elves which would later become [[Drow]] as described in the [[Guide:Baldur's Gate 3 Races Guide#Drow|Drow Lore]] section. They also included other subraces which we will likely not see in BG3 such as wild elves and sea elves as the more common options, and a good few additonal more rare elven subracees. With the exception of Drow, modern day elves still maintain their relaxed lifestyle with a focus on enjoying life and the world, maintaining nature's balance, and are known for their prowess and dance as well as the bow and sword. Elves were the first races to exist on Toril and had the time to build up their society, but as a race their were not inclined to building great cities with few exceptions. Events such as conflicts with the Drow, the rise of [[Human|Humans]], and catastrophes over the centuries have resulted in elven influence in the world diminishing in the world.
Most of the notable Elven history is covered in the [[Guide:Baldur's Gate 3 Races Guide#Drow|Drow Lore]] section. One detail I'll add here but may not ever get mentioned in BG3 is the First Sundering. After Araushnee (now Lolth) and her son Vhaeraun were exiled from the Elven pantheon but before the Crown Wars fully began, Lolth's and Vhaeraun's influence on the dark elves began spreading causing some minor conflicts. Around year -17,500 DR (about 19,000 years before BG3) many of the elves had enough of this and decided to pull a mass of land from the plane of Arborea full of enchanting magic and beautiful landscapes, and make it a remote island on this world of Toril. Then these peaceful elves could go live there away from all the war and strife of the dark elves. The good news is that the elves were successful and made their homeland island of Evermeet. The bad news is that with this came devastation across the continent of Faerun as the world reacted to this catastrophic change in geography and powerful magic. Many elven societies were flooded by the shifting seas and most would consider the event an overall disaster, save for the surviving elves who went off to live on Evermeet in peace.
==== World Interactions ====
Elves are known for their emotional and whimsical yet patient attitudes as they seek to enjoy their long lives spanning several centuries. They have a natural tendency towards magic and the balance of nature. [[Elf#High_Elves|High elves]] further emphasize this emphasis on magic, while [[Elf#Wood_Elves|wood elves]] further emphasize their interactions with nature. Enough time has passed and animosity has settled down between elves and [[human|humans]] where their past disputes are behind the short lived human memories, and the two races often interact well enough with each other now. The extremely different temperaments between elves and [[dwarf|dwarves]] means they don't necessarily get along, but they also don't really come to blows very often. The greatest enemy of elves are often their cousins the [[Drow|drow]].
==== Mechanical Traits ====
All [[elf|elves]] have:
* [[Keen Senses]] granting them proficiency in [[Perception]]
* [[Fey Ancestry]] making them more difficult to [[Charmed (Condition)|charm]] and impossible to put to sleep magically
* [[Proficiency]] with [[Longswords]], [[Shortswords]], [[Longbows]], and [[Shortbows]]
* [[Darkvision (Passive Feature)|Darkvision]] out to 40 ft
{| class="wikitable"
|+ Elven Subrace Features
|-
! [[Elf#High_Elves|High Elves]] !! [[Elf#Wood_Elves|Wood Elves]]
|-
| Learn one [[Cantrip]] from the [[Wizard]] Spell list*|| Movement Speed is increased by 5 ft to a total of 35 ft
|-
| - || Mask of the Wild grants [[Proficiency|proficiency]] in [[Stealth]]
|}
* For High Elf's Cantrip feature, see the [[Guide:Baldur's Gate 3 Races Guide#Racial_Spellcasting|Racial Spellcasting]] section


==== Build Synergy ====
==== Build Synergy ====
Poison damage is very common, so dwarves getting resistance and being able to cut the damage in half is very nice. The Dwarves movement speed reductions slightly hampers their melee combat ability, as you may not be able to close range with bad guys quite as quickly. But it doesn't have as great of an impact on characters able to make attacks from a distance. Additionally melee classes that can mitigate this movement speed penalty such as [[Monk]] and [[Barbarian]] may be able to offset it somewhat. Their additional weapon proficiencies are not going to be too beneficial on their own as most builds which want these proficiencies will get them from their class. But [[Monk]] is once again the standout winner from this feature. There is speculation that monks will be able to use their Martial Arts features like unarmed strikes with any weapon that they are [[proficient]] with but lacks the [[Heavy (weapon property)|heavy]] or [[Weapons#Properties|two-handed]] property. This means a dwarven monk could wield a [[warhammer]] with its d10 damage die when wielded as a [[Weapons#Properties|versatile]] weapon, which is much better than the next best option monks get with the shortsword's d6 damage.
Elves' [[Darkvision (Passive Feature)|Darkvision]] is great for any character, and Perception is often seen as one of the most valuable skills in BG3 so the elf already grants some great benefits. [[Fey Ancestry|Fey ancestry]] is a bit situational but by no means a bad thing to have. And like with [[Drow]] and [[Dwarf|Dwarves]] above, the racial proficiencies are not that great unless you are going for a melee [[Wizard|wizard]] or [[Sorcerer|sorcerer]] build which will be difficult to pull of in BG3. But the [[Longswords|longsword]] proficiency could be nice for a [[Monk|monk]] character if you can in-fact use a longsword as a monk weapon. The [[longbow]] proficiency can also be nice on a [[rogue]] as they are a build that can make good use of a Longbow but are not proficient with it normally.


The Gold Dwarves' additional HP per level goes great with classes that get up close in melee. Combine this with the tough [[Feats|feat]] on a [[Barbarian|barbarian]] to make a super tank. The Shield Dwarves additional armor proficiencies go great on characters like squishy casters such as [[wizard|wizards]], [[sorcerer|sorcerers]], lore [[bard|bards]], and [[warlock|warlocks]] as it allows you to leave your [[Dexterity]] at 14 and wear medium armor for an overall [[Armour Class|armor class]] of 16 before accounting for magical bonuses. And lastly the Duergar's Enlarge ability goes great with a melee class that gets multiple attacks such as a monk. Normally in tabletop the bonus damage from [[Enlarge|enlarge]] does not apply to unarmed strikes but in BG3 you are able to apply this additional damage. While the Duergar's [[invisibility]] spell could be very nice for a sneaky type of character including [[rogue]] as well as many other classes if they build themselves this way.
As mentioned in the [[Guide:Baldur's Gate 3 Races Guide#Racial_Spellcasting|Racial Spellcasting]] section, you may need to be a little careful about what cantrip you pick if you are going [[Elf#High_Elves|High Elf]]. If your character is not going to have a high [[Intelligence]] then do not pick one of the spells listed in the [[Guide:Baldur's Gate 3 Races Guide#Racial_Spellcasting|Racial Spellcasting]] table. Of the remaining options some standout choices include [[Light]] (which you can cast on the weapon of an ally who does not have darkvision and make them shed their own light), [[Minor Illusion]] (which you can use to draw creatures to a certain area whether to sneak by them or ambush them) and [[Mage Hand]] (if you do not intend to use the Mage Hand to shove your enemies, or are not playing a race like [[Githyanki]] or a class like [[Arcane Trickster]] [[Rogue]] which automatically gets this spell). The wood elve's movement speed bonus is very helpful for melee characters who may need to close the gap with enemies, while their proficiency in [[stealth]] is great for characters who will be doing your sneaking around.




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