Guide:Races Guide by Phantomsplit: Difference between revisions

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Added Githyanki, provided further commentary on Human build synergy, adjusted line spacing throughout
(Added Githyanki, provided further commentary on Human build synergy, adjusted line spacing throughout)
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== Flexible Ability Scores ==
== Flexible Ability Scores ==
In BG3's Early Access different races have fixed [[Ability Scores|ability score]] increases. For example, [[Githyanki]] have a +2 bonus to [[Strength]] and a +1 bonus to [[Intelligence]]. This leads many to recommend Githyanki for character builds that use at least one if not both of these abilities, so they may be recommended for something like an [[Eldritch Knight]] [[Fighter]] or a [[Wizard]]. However at launch this is going to change and all races will have a floating +2 that they can put into any ability score, and a +1 they can put into a different ability score. So you may see old build guides out there saying that a [[Elf#Wood_Elf|Wood Elf]] is a bad choice for say a [[Paladin]], while [[Dragonborn]] would be a bad choice for [[Monk]] based off the ability score increases for these races vs. the ability scores that the respective classes focus in. However those recommendations will be out of date when launch comes around and you will be able to put the ability scores wherever you want.
In BG3's Early Access different races have fixed [[Ability Scores|ability score]] increases. For example, [[Githyanki]] have a +2 bonus to [[Strength]] and a +1 bonus to [[Intelligence]]. This leads many to recommend Githyanki for character builds that use at least one if not both of these abilities, so they may be recommended for something like an [[Eldritch Knight]] [[Fighter]] or a [[Wizard]]. However at launch this is going to change and all races will have a floating +2 that they can put into any ability score, and a +1 they can put into a different ability score. So you may see old build guides out there saying that a [[Elf#Wood_Elf|Wood Elf]] is a bad choice for say a [[Paladin]], while [[Dragonborn]] would be a bad choice for [[Monk]] based off the ability score increases for these races vs. the ability scores that the respective classes focus in. However those recommendations will be out of date when launch comes around and you will be able to put the ability scores wherever you want.


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== Racial Spellcasting ==
== Racial Spellcasting ==
This section applies to [[Elf#High_elves|High elves]], [[Drow]] a.k.a. Dark Elves, [[Half-Elf#High_Half-Elves|High Half-Elves]], [[Half-Elf#Drow_Half-Elves|Drow Dalf-Elves]], [[Tiefling|Tieflings]], and ''possibly'' [[Githyanki]]. Rather than repeating the same information for each of these I will cover this aspect of racial spellcasting for all the above at once, and when I discuss those individual races I will refer back to this section when discussing their spellcasting.  
This section applies to [[Elf#High_elves|High elves]], [[Drow]] a.k.a. Dark Elves, [[Half-Elf#High_Half-Elves|High Half-Elves]], [[Half-Elf#Drow_Half-Elves|Drow Dalf-Elves]], [[Tiefling|Tieflings]], and ''possibly'' [[Githyanki]]. Rather than repeating the same information for each of these I will cover this aspect of racial spellcasting for all the above at once, and when I discuss those individual races I will refer back to this section when discussing their spellcasting.  


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== [[Dragonborn]] ==
== [[Dragonborn]] ==
==== Lore ====
==== Lore ====
The {{FRWiki|Dragonborn}} are beyond a doubt the most unique appearing races with a very strange history going back to the origin of the Forgotten Realms world. To understand the lore of Dragonborn in this setting, you need to first understand the lore of the world of Toril itself. [https://www.youtube.com/watch?v=vAHM99biirU A 10 minute video by Spell&Shield also summarizes these events.]
The {{FRWiki|Dragonborn}} are beyond a doubt the most unique appearing races with a very strange history going back to the origin of the Forgotten Realms world. To understand the lore of Dragonborn in this setting, you need to first understand the lore of the world of Toril itself. [https://www.youtube.com/watch?v=vAHM99biirU A 10 minute video by Spell&Shield also summarizes these events.]


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However things radically changed due to an event known as the {{FRWiki|Spellplague}} about 100 years before BG3. The evil goddess {{FRWiki|Shar}} sought control over magic in the year 1385 DR, and as a result she successfully plotted to have the goddess of magic {{FRWiki|Mystra_(Midnight)|Mystra}} killed. Mystra did die (though not permanently) and with this the Weave that constrains and controls magic fell apart in an event known as the Spellplague. This had many effects, but for this conversation it also caused parts of Toril to go to Abeir and parts of Abeir to go to Toril. This included the freed dragonborn region of Tymanther being brought to Toril, and that is how Dragonborn were introduced to the setting. The Spellplague ended 10 years later in 1395 when Mystra returned. Ao later once again started to separate the worlds of Toril and Abeir in a period known as the {{FRWiki|Second Sundering}}. But Tymanther was never brought back to Abeir, so it and its Dragonborn inhabitants remain on Toril. Notably the Spellplague took place after the events of the first two games. Dragonborn did not exist on Faerun during the time of the first two Baldur's Gate games.
However things radically changed due to an event known as the {{FRWiki|Spellplague}} about 100 years before BG3. The evil goddess {{FRWiki|Shar}} sought control over magic in the year 1385 DR, and as a result she successfully plotted to have the goddess of magic {{FRWiki|Mystra_(Midnight)|Mystra}} killed. Mystra did die (though not permanently) and with this the Weave that constrains and controls magic fell apart in an event known as the Spellplague. This had many effects, but for this conversation it also caused parts of Toril to go to Abeir and parts of Abeir to go to Toril. This included the freed dragonborn region of Tymanther being brought to Toril, and that is how Dragonborn were introduced to the setting. The worst effects of the Spellplague lasted for 10 years after which things began to calm down. Approximately 100 years later Mystra was restored and Ao once again started to separate the worlds of Toril and Abeir in a period known as the {{FRWiki|Second Sundering}}. But Tymanther was never brought back to Abeir, so it and its Dragonborn inhabitants remain on Toril. Notably the Spellplague took place after the events of the first two games. Dragonborn did not exist on Faerun during the time of the first two Baldur's Gate games.




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== [[Drow]] ==
== [[Drow]] ==
==== Lore ====
==== Lore ====
Drow is pronounced like "cow"
Drow is pronounced like "cow"
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After her exile, Lolth went on to rule the demon inhabited domain of the Abyss in a realm now known as the {{FRWiki|Demonweb_Pits|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 {{FRWiki|Ilythiir}} and other elven groups. Then Lolth would ''just happen'' to be there willing to 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. The Dark Elves 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 {{FRWiki|Bhaerynden}}, displacing the dwarves that remained and sending them into exile.
After her exile, Lolth went on to rule the demon inhabited domain of the Abyss in a realm now known as the {{FRWiki|Demonweb_Pits|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 {{FRWiki|Ilythiir}} and other elven groups. Then Lolth would ''just happen'' to be there willing to 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. The Dark Elves 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 {{FRWiki|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.
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==== Mechanical Traits ====
==== Mechanical Traits ====
All [[Drow]] are granted:
* [[Keen Senses]] which grants them [[Proficiency|proficiency]] in [[Perception]].
* [[Keen Senses]] which grants them [[Proficiency|proficiency]] in [[Perception]].
* [[Fey Ancestry]] making them impossible to put to sleep magically and granting [[advantage]] on saving throws to avoid being [[Charmed (Condition)|charmed]].
* [[Fey Ancestry]] making them impossible to put to sleep magically and granting [[advantage]] on saving throws to avoid being [[Charmed (Condition)|charmed]].
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== [[Dwarf|Dwarves]] ==
== [[Dwarf|Dwarves]] ==
====Lore====
====Lore====
{{FRWiki|Dwarf|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]] (primarily Strongheart Halflings), and especially [[Gnome|Gnomes]].
{{FRWiki|Dwarf|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]] (primarily Strongheart Halflings), and especially [[Gnome|Gnomes]].
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== [[Elf|Elves]] ==
== [[Elf|Elves]] ==
====Lore====
====Lore====
{{FRWiki|Elf|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 {{FRWiki|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 few additional 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 they 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.
{{FRWiki|Elf|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 {{FRWiki|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 few additional 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 they 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.
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====Lore====
====Lore====
{{FRWiki|Half-Elf|Half-elves}} don't particularly have too much lore behind them. They are born from [[Human]] and [[Elf]] parents, often in a Human or Elf dominated society, where they go on to adopt the culture of that society. They have existed in small numbers for tens of thousands of years. They typically are not viewed with any particular scorn or hatred by any.
{{FRWiki|Half-Elf|Half-elves}} don't particularly have too much lore behind them. They are born from [[Human]] and [[Elf]] parents, often in a Human or Elf dominated society, where they go on to adopt the culture of that society. They have existed in small numbers for tens of thousands of years. They typically are not viewed with any particular scorn or hatred by any.


====World Interactions====
====World Interactions====
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====Build Synergy====
====Build Synergy====
In tabletop the Half-Elf is the second most common race for players to pick behind variant human. This is largely due to their ability score bonuses where they get a +2 to [[Charisma]] (as well as flexible ability scores they can put elsewhere) in combination with Charisma focused classes like [[Bard]], [[Warlock]], [[Sorcerer]], [[Paladin]], and possibly even some charming [[Rogue|Rogues]]. They are also desired in tabletop for their [[Darkvision (Passive Feature)|Darkvision]] and Skill Versatility options. Of the above three features (ability score bonuses, darkvision, and skill versatility), only Darkvision will be available to Half-elves in BG3. This significantly shakes them up. The [[Fey Ancestry]] is a nice feature, but rather niche and by no means a reason why most people pick this class in tabletop.
In tabletop the Half-Elf is the second most common race for players to pick behind variant human. This is largely due to their ability score bonuses where they get a +2 to [[Charisma]] (as well as flexible ability scores they can put elsewhere) in combination with Charisma focused classes like [[Bard]], [[Warlock]], [[Sorcerer]], [[Paladin]], and possibly even some charming [[Rogue|Rogues]]. They are also desired in tabletop for their [[Darkvision (Passive Feature)|Darkvision]] and Skill Versatility options. Of the above three features (ability score bonuses, darkvision, and skill versatility), only Darkvision will be available to Half-elves in BG3. This significantly shakes them up. The [[Fey Ancestry]] is a nice feature, but rather niche and by no means a reason why most people pick this class in tabletop.


Now half-elves keep their [[Darkvision (Passive Feature)|darkvision]] and niche [[Fey Ancestry|fey ancestry]] feature, but the extra armor, shield, and weapon [[proficiency|proficiencies]] they are likely to obtain are intended to make up for the loss to traditional half-elf ability score bonuses as discussed in the [[Guide:Baldur's_Gate_3_Races_Guide#Flexible_Ability_Scores|Flexible Ability Scores]] section. Like with human these features make half-elf a slightly more tempting target for something like a squishy [[Warlock]] or [[Bard]] since they can throw a shield on and slightly boost their AC. And this is especially the case for [[Sorcerer]] and [[Wizard]] Characters who by default do not even get light armor proficiency. I still think a one level dip into a class that grants medium armor and shield proficiency like Cleric, Fighter, Ranger, or Druid would be better for such characters, but playing a half-elf is a way to get some defensive boosts without multiclassing.  
Now half-elves keep their [[Darkvision (Passive Feature)|darkvision]] and niche [[Fey Ancestry|fey ancestry]] feature, but the extra armor, shield, and weapon [[proficiency|proficiencies]] they are likely to obtain are intended to make up for the loss to traditional half-elf ability score bonuses as discussed in the [[Guide:Baldur's_Gate_3_Races_Guide#Flexible_Ability_Scores|Flexible Ability Scores]] section. Like with human these features make half-elf a slightly more tempting target for something like a squishy [[Warlock]] or [[Bard]] since they can throw a shield on and slightly boost their AC. And this is especially the case for [[Sorcerer]] and [[Wizard]] Characters who by default do not even get light armor proficiency. I still think a one level dip into a class that grants medium armor and shield proficiency like Cleric, Fighter, Ranger, or Druid would be better for such characters, but playing a half-elf is a way to get some defensive boosts without multiclassing.  


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:
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* 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 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.


Overall if Half-Elf is implemented as they are expected to be then they are still a very flexible choice which anyone will get at least some benefit out of. There is a very good chance that a more specialized race exists for a specific build. But anyone will at least get some decent use from their half-elf features.
Overall if Half-Elf is implemented as they are expected to be then they are still a very flexible choice which anyone will get at least some benefit out of. There is a very good chance that a more specialized race exists for a specific build. But anyone will at least get some decent use from their half-elf features.
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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. While a strongheart halfling's resilience will help them resist the very common poison damage and associated effects in combat.  
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. While a strongheart halfling's resilience will help them resist the very common poison damage and associated effects in combat.  


== [[Human|Humans]] ==
== [[Human|Humans]] ==
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====Mechanical Features====
====Mechanical Traits====
Normally in D&D 5e there is an optional rule whicha allows a player to use a set of features for humnans referred to as "variant human." This is seen as the most powerful race mechanically due to the variant human's feature which grants them a [[Feats|feat]] at level 1. However variant human will not be in BG3 (without mods) and therefore I'll go no further here.
Normally in D&D 5e there is an optional rule whicha allows a player to use a set of features for humnans referred to as "variant human." This is seen as the most powerful race mechanically due to the variant human's feature which grants them a [[Feats|feat]] at level 1. However variant human will not be in BG3 (without mods) and therefore I'll go no further here.


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====Build Synergy====
====Build Synergy====
It is difficult to say what a [[human]] synergizes with given that we are still unceratin about the actual features they get. The lack of [[Darkvision (Passive Feature)|darkvision]] is a big downside for humans. Their light armor and shield proficiency does make them somewhat tempting for squishy casters like [[sorcerer|sorcerers]], [[wizard|wizards]], [[College of Lore|lore bards]], or [[warlock|warlocks]]. But until we know more about if they get something more, they do not appear to be very appealng for much of any builds.
It is difficult to say what a [[human]] synergizes with given that we are still unceratin about the actual features they get. The lack of [[Darkvision (Passive Feature)|darkvision]] is a big downside for humans. Like with [[Half-Elf|half-elf]] the starting weapon and armor proficiencies make human a somewhat tempting target for something like a squishy [[Warlock]] or [[Bard]] since they can throw a shield on and slightly boost their AC. And this is especially the case for [[Sorcerer]] and [[Wizard]] Characters who by default do not even get light armor proficiency. I still think a one level dip into a class that grants medium armor and shield proficiency like Cleric, Fighter, Ranger, or Druid would be better for such characters, but playing a half-elf is a way to get some defensive boosts without multiclassing.  
 
 
But until we know more about if they get something more, they do not appear to be very appealng for much of any builds. Just the fact that Half-Elf offers darkvision as well as the weapon and armor proficiencies makes them a better option than human in most cases, unless human gets something that entirely subverts expectations.
 
 
==[[Githyanki]]==
====Lore====
The {{FRWiki|Githyanki}} have in my opinion the most interesting lore of all [[Races|races]] in BG3 and furthermore in all Dungeons and Dragons settings altogether. This lore is one of the main reasons I will be bringing [[Lae'zel]] as a companion on my first run. The Githyanki are not from the planet Toril and are instead a militaristic society that primarily lives on the Astral Plane with the single goal in mind of destroying [[Mind Flayer|Illithids (Mind Flayers)]] wherever they can be found.
 
 
The planet that Githyanki originate from and even the original name of their race is lost to time. They were slaves to the vast Mind Flayer empire that spanned accross planets for such a long time that this information is forgotten. During these countless millennia they were experimented on and selectively bred to further meet the needs of the Mind Flayers as a slave race. But over this time these creatures built up a resistance to the Mind Flayer psionic effects and were able to overcome their masters. Led by the great warrior {{FRWiki|Gith}}, these creatures came to topple the Mind Flayer from the inside. They came to name their entire race after Gith (the warrior), so they took on her name {{FRWiki|Gith (race)}} for their entire race.
 
 
After the Gith race earned their freedom and had established themselves as a force to be reckoned with two main Gith factions emerged. Those led by Gith the Warrior wanted to continue to hunt down the Mind Flayers to the ends of all realms and exterminate them at all costs. They would hunt down Mind Flayers on foreign planets and kill them, and if some of the planets' meaningless locals were harmed in the effort then it was all part of the greater mission of exterminating mind flayers. A rival faction led by {{FRWiki|Zerthimon}} instead sought to find a quiet place for the Gith race to settle and prosper peacefully, and would undermine some of the more locally destructive methods the Gith (the warrior) led fighters were implementing to hunt down Mind Flayers. These ideological differences became irreconcilable and a civil war among the Gith race broke out. In the end Zerthimon would die and his faction would retreat into the chaotic plane of {{FRWiki|Limbo}}, while the Gith (the warrior) led faction continued to live in the {{FRWiki|Astral Plane}} popping up to hunt down Mind Flayers wherever rumors of them emerged. The generations of isolation and magical effects of Limbo vs. the Astral Plane led to physiological differences between these two Gith factions. Those on the side of Gith the Warrior became known as the [[Githyanki]], while the more peaceful faction became known as the {{FRWiki|Githzerai}}. The Githyanki and Githzerai remain at war to this day thousands and thousands of years later.
 
 
There have been no mentions of Githzerai in BG3, so the remaining story will focus on Githyanki. Not long after the end of the Gith (race) civil war, Gith (the warrior) was recommended to go search for new allies to bolster up their reduced numbers by her advisor Vlaakith I. Gith (the warrior) went to the {{FRWiki|Nine Hells}} and spoke with {{FRWiki|Tiamat}}, goddess of evil dragons. Nobody knows what occured. Gith (the warrior) never returned, and this is one of the things I hope BG3 reveals. All we know is that a group of young red dragons were sent to the Githyanki, and Githyanki have used red dragons as mounts ever since. When the dragon reaches maturity they return to Tiamat and keep their spoils of war as a new young dragon is sent to the Githyanki to take its place. The dragons also announced that Vlaakith I and her descendants would rule the Githyanki race which has been the case ever since, with all of Vlaakith's descendants also taking the name Vlaakith. We are now at {{FRWiki|Vlaakith CLVII}} also known as the Lich Queen because she achieved lichdom and has now ruled for over a thousand years. While most Githyanki remain loyal to their queen beyond all else, some Githyanki whisper that Vlaakith has become delusional with power. She has begun seeking to obtain godhood and slaying any Githyanki who rise in the ranks long enough to challenge her.
 
 
[[Lae'zel]] bandies about with many Githyanki specific words which are defined as follows. Time does not pass in the Astral Plane which Githyanki call home, so they must be hatcehd from the eggs they are born in and trained to maturity on another planet. These hatcheries and training grounds are known as ''crèches''. Githyanki usually go on raiding parties in groups of ten which is led by a Githyanki called a ''sarth''. Every ten sarths are supervised by a ''kith'rak''. And every ten kith'raks are supervised by a ''supreme commander.''
 
 
====World Interactions====
The [[Githyanki]] are feared across not only the planet Toril, but across multiple other planets. They have a reputaion for being raiding pirates who plunder and take supplies and goods wherever they arrive to sustain their army's goal of slaying mind flayers in an area. They may kill the peaceful locals of a village just to put a roof over their head to form a base of operations in a hunt for Mind Flayers. So if a civilized race sees a Githyanki, that is about as bad as seeing a [[Drow]] or a Mind Flayer themselves. The fact that Githyanki are from other planes and never established major settlements on the planet Toril means that they don't have too much history with other races in BG3. But Mind Flayers do tend to hide underground so Underdark races like [[Drow]], [[Gnome#Deep_Gnomes|Deep Gnomes]], and [[Dwarf#Duergar|Duergar]] would be the most likely to have past experience with Githyanki.
 
The slaying of a Mind Flayer is a right of passage for a Githyanki. Doing so is the main way to gain renown and rise through the ranks to one day become a knight like a kith'rak, be able to wield a legendary {{FRWiki|Githanki Silver Sword}}, and/or earn a red dragon mount to then kill more Mind Flayers with. Being infected with a Mind Flayer tadpole is the worst imaginable thing to a Githyanki, as becoming one of the creatures they are sworn to kill would be as dishonorable of a death possible.
 
 
====Mecanical Traits====
All [[Githyanki]] are granted:
* [[Proficiency]] with light and medium [[Armour|armor]].
* [[Proficiency]] with [[shortswords]], [[longswords]], and [[greatswords]].
* [[Proficiency]] in any [[Skills|skill]] of your choice.
* Githyanki Psionics granting the ability to cast:
** [[Mage Hand]] at level 1 which is invisible when you cast it this way. (For this spell see the [[Guide:Baldur's Gate 3 Races Guide#Racial_Spellcasting|Racial Spellcasting]] section)
** [[Jump]] (one free cast per long rest, available at level 3)
** [[Misty Step]] (one free cast per long rest, available at level 5)
 
 
====Build Synergy====
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. If [[Monk|Monks]] are able to use any weapons they are proficient with that lacks the two-handed and heavy [[Weapons#Properties|weapon properties]], then longsword proficiency would allow a Monk character to wield a Longsword as a versatile weapon dealing 1d10 damage, which is a fair bit better than their usual best option of shortsword. 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]].
 
[[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.


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.


== Remaining Races are Work in Progress ==
== Remaining Races are Work in Progress ==
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