Guide:Races Guide by Phantomsplit: Difference between revisions

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Updated for release (Mechanical updates for Produce Flame bug on Asm Tiefling, Dragonborn, Duergar, Monk,
m (Small grammar and spelling fixes)
(Updated for release (Mechanical updates for Produce Flame bug on Asm Tiefling, Dragonborn, Duergar, Monk,)
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| [[Githyanki]] || [[Intelligence]] || [[Mage Hand]]*
| [[Githyanki]] || [[Intelligence]] || [[Mage Hand]]*
|-
|-
| [[Tiefling#Asmodeus_Tieflings|Asmodeous Tiefling]] || [[Charisma]] || [[Hellish Rebuke]]
| [[Tiefling#Asmodeus_Tieflings|Asmodeous Tiefling]] || [[Charisma]] || [[Produce Flame]]** [[Hellish Rebuke]]
|-
|-
| [[Tiefling#Mephistopholes_Tieflings|Mephistopholes Tiefling]] || [[Charisma]] || [[Burning Hands]], [[Flame Blade]], [[Mage Hand]]*
| [[Tiefling#Mephistopholes_Tieflings|Mephistopholes Tiefling]] || [[Charisma]] || [[Burning Hands]], [[Flame Blade]], [[Mage Hand]]*
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|}
|}


  [[Mage Hand]] should use your spellcasting ability modifiers for things such as trying to [[Shove|shove]] creatures, but I have not tested this to verify
  *[[Mage Hand]] should use your spellcasting ability modifiers for things such as trying to [[Shove|shove]] creatures, but I have not tested this to verify
**As of Patch 2, Produce Flame is bugged and uses Wisdeom for the spell attack roll instead of Charisma on an Asmodeous Tiefling.
 


Lately in the tabletop realm of D&D 5e the rules have begun shifting towards letting a player choose what the racial spellcasting ability modifier is. However there are no signs of these rules lateraling over to Baldur's Gate 3 at the time of writing.


== [[Dragonborn]] ==
== [[Dragonborn]] ==
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|+ Draconic Ancestry Table
|+ Draconic Ancestry Table
|-
|-
! Draconic Ancestor !! Damage Type !! Breath Weapon
! Draconic Ancestor !! Damage Type
|-
|-
| Black || Acid || 5 by 30 ft. line (Dex. save)
| Black || Acid  
|-
|-
| Blue || Lightning || 5 by 30 ft. line (Dex. save)
| Blue || Lightning  
|-
|-
| Brass || Fire || 5 by 30 ft. line (Dex. save)
| Brass || Fire  
|-
|-
| Bronze || Lightning || 5 by 30 ft. line (Dex. save)
| Bronze || Lightning  
|-
|-
| Copper || Acid ||  5 by 30 ft. line (Dex. save)
| Copper || Acid  
|-
|-
| Gold || Fire || 15 ft. cone (Dex. save)
| Gold || Fire  
|-
|-
| Green || Poison || 15 ft. cone (Dex. save)
| Green || Poison  
|-
|-
| Red || Fire || 15 ft. cone (Dex. save)
| Red || Fire  
|-
|-
| Silver || Cold || 15 ft. cone (Dex. save)
| Silver || Cold  
|-
|-
| White || Cold || 15 ft. cone (Dex. save)
| White || Cold  
|}
|}




==== Build Synergy ====
==== Build Synergy ====
In D&D 5e tabletop the Dragonborn are normally seen as one of the weakest races overall. They don't have [[Darkvision (Passive Feature)|Darkvision]] which is very significant. The breath weapon damage is very, very low and requires your full action to use. Originally all races had locked in ability score bonuses, and Dragonborn had +2 Strength and +1 Cha. This was their biggest selling point, making them good choices for [[Paladin|Paladin]] characters due to these bonuses at least lining up with ability scores prioritized by Paladins. But with BG3 using the optional flexible Ability score rules, any race is able to select +2 Str and +1 Cha which also removes this advantage. If there is any build that gets particular synergy out of Dragonborn abilities, it would be one like a Circle of the Moon [[Druid]] or [[Barbarian]] which often have a high Constitution to make their breath weapon just a smidge better. I would argue that there are still much better choices out there from a mechanical standpoint. But in terms of appearance, lore, and culture Dragonborn are very interesting and you can certainly play as one regardless of what class you use. There will almost always be another option which is a bit better is all.
In D&D 5e tabletop the Dragonborn are normally seen as one of the weakest races overall. They don't have [[Darkvision (Passive Feature)|Darkvision]] which is significant for parts of BG3. The breath weapon damage is very, very low and requires your full action to use. Originally all races had locked in ability score bonuses, and Dragonborn had +2 Strength and +1 Cha. This was their biggest selling point, making them good choices for [[Paladin|Paladin]] characters due to these bonuses at least lining up with ability scores prioritized by Paladins. But with BG3 using the optional flexible Ability score rules, any race is able to select +2 Str and +1 Cha which also removes this advantage. If there is any build that gets particular synergy out of Dragonborn abilities, it would be one like a Circle of the Moon [[Druid]] or [[Barbarian]] which often have a high Constitution to make their breath weapon just a smidge better. I would argue that there are still much better choices out there from a mechanical standpoint. But in terms of appearance, lore, and culture Dragonborn are very interesting and you can certainly play as one regardless of what class you use. There will almost always be another option which is a bit better is all.


Wizards of the Coast (the company that makes the tabletop rules) has buffed Dragonborns in the tabletop rules, but it so far does not appear that Larian intends to use these new rules. There are signs that Larian is changing some features of theirs but we don't have the details and from what is known these changes do not appear substantial.


== [[Drow]] ==
== [[Drow]] ==
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|+ Dwarven Subrace Features
|+ Dwarven Subrace Features
|-
|-
! [[Dwarf#Duergar|Duergar]]* !! [[Dwarf#Gold_Dwarves|Gold Dwarves (Hill Dwarves)]] !! [[Dwarf#Shield_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 (Passive Feature)|Darkvision]] out to 40 ft || [[Darkvision (Passive Feature)|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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|}
|}


  * Duergar are not in Early Access, these features are expected on launch.
  * The original rules regarding Duergar in tabletop also grants Duergar [[Sunlight Sensitivity]] which is a major drawback for this race. However Larian has not implemented 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]] in tabletop. 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 do not get this benefit.
  *** 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 ====
==== Build Synergy ====
Poison damage is very common, so dwarves getting resistance and being able to cut the damage in half and resist related effects 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 might be able to wield a [[warhammer]] with its d10 damage die when wielded as a [[Weapons#Properties|versatile]] weapon, 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.
Poison damage is very common, so dwarves getting resistance and being able to cut the damage in half and resist related effects is very nice. And  [[Darkvision (Passive Feature)|Darkvision]] can be immensely beneficial to any character as well, especially in Act 2. 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. But Monks in BG3 are 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 is able to wield a [[warhammer]] with its d10 damage die when wielded as a [[Weapons#Properties|versatile]] weapon, 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 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 unless you have access to spells likely not to be in BG3 without mods) 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. 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. The duergar race overall synergizes excellently with Shadow Monk.
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 unless you have access to spells likely not to be in BG3 without mods) 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. 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. The duergar race overall synergizes excellently with Shadow Monk.
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==== Build Synergy ====
==== Build Synergy ====
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 having proficiency is great and the elf is already off to a good start. [[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 weapon 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. 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. And the [[Longswords|longsword]] proficiency could be nice for a [[Monk|monk]] character if you can in-fact use a longsword as a monk weapon. This would mean an elven monk might be able to wield a [[longsword]] with its d10 damage die when wielded as a [[Weapons#Properties|versatile]] weapon, 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.  
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 having proficiency is great and the elf is already off to a good start. [[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 weapon 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. 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. And the [[Longswords|longsword]] proficiency could be nice for a [[Monk|monk]] character since you can usea a longsword as a monk weapon. This means an elven monk is able to wield a [[longsword]] with its d10 damage die when wielded as a [[Weapons#Properties|versatile]] weapon, 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.  


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 elves' 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.
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 elves' 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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* [[Darkvision (Passive Feature)|Darkvision]] out to 40 ft
* [[Darkvision (Passive Feature)|Darkvision]] out to 40 ft
* [[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]].
* [[Proficiency]] with [[Spears]], [[Pikes]], [[Halberds]], and [[Glaives]], [[Armour#Light_Armour|Light Armor]], and [[Shields]] (These proficiencies are the features which are the most speculative, the other Half-elf features seem locked in for launch)
* [[Proficiency]] with [[Spears]], [[Pikes]], [[Halberds]], and [[Glaives]], [[Armour#Light_Armour|Light Armor]], and [[Shields]]


Normally in Dungeons and Dragons Fifth Edition, Half-Elves get "Skill Versatility" allowing them to be proficient in two skills of their choice. This option does not appear to be present in BG3 and they must choose one of the below variant Half-Elf options which grants the additional following features:
Normally in Dungeons and Dragons Fifth Edition, Half-Elves get "Skill Versatility" allowing them to be proficient in two skills of their choice. This option does not appear to be present in BG3 and they must choose one of the below variant Half-Elf options which grants the additional following features:
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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 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.  




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* 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 Half-Elves 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.


== [[Half-Orc|Half-Orcs]] ==
== [[Half-Orc|Half-Orcs]] ==
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Normally in D&D 5e there is an optional rule which allows a player to use a set of features for humans 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 which allows a player to use a set of features for humans 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.


[[Human|Humans]] in BG3 are one of the races that are hampered by Larian's [[Guide:Baldur's_Gate_3_Races_Guide#Flexible_Ability_Scores|Flexible Ability Scores]] changes. It is ''speculated'' based off some launch build footage from content creators that Humans will get:
[[Human|Humans]] in BG3 are one of the races that are hampered by Larian's [[Guide:Baldur's_Gate_3_Races_Guide#Flexible_Ability_Scores|Flexible Ability Scores]] changes. They now obtain:
* [[Proficiency]] with [[Spears]], [[Pikes]], [[Halberds]], and [[Glaives]], [[Armour#Light_Armour|Light Armor]], and [[Shields]].
* [[Proficiency]] with [[Spears]], [[Pikes]], [[Halberds]], and [[Glaives]], [[Armour#Light_Armour|Light Armor]], and [[Shields]].
* [[Proficiency]] with one [[Skills|skill]] of your choice.
* [[Proficiency]] with one [[Skills|skill]] of your choice.
* Likely something else
* 25% increase to carry capacity




====Build Synergy====
====Build Synergy====
It is difficult to say what a [[human]] synergizes with given that we are still uncertain 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.  
The lack of [[Darkvision (Passive Feature)|darkvision]] is a 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 appealing 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.
But other than the above, they do not appear to be very appealing for much of any builds. Just the fact that Half-Elf offers darkvision as well as the weapon and armor proficiencies makes them a slightly better option than human in most cases.


==[[Githyanki]]==
==[[Githyanki]]==
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* [[Proficiency]] with light and medium [[Armour|armor]].
* [[Proficiency]] with light and medium [[Armour|armor]].
* [[Proficiency]] with [[shortswords]], [[longswords]], and [[greatswords]].
* [[Proficiency]] with [[shortswords]], [[longswords]], and [[greatswords]].
* [[Proficiency]] in any [[Skills|skill]] of your choice.
* [[Astral Knowledge]] granting proficiency in all [[Skills|skill]] of any ability (e.g. choosing Dexterity would mean proficiency in acrobatics, sleight of hand, and stealth)
* Githyanki Psionics granting the ability to cast:
* 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)
** [[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)
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====Build Synergy====
====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. 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]]. 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 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 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 [[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 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.
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.


==[[Gnome|Gnomes]]==
==[[Gnome|Gnomes]]==
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|-
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| The ability to cast the following spells using [[Charisma]] as the spellcasting ability modifier when applicable:
| The ability to cast the following spells using [[Charisma]] as the spellcasting ability modifier when applicable:
* [[Thaumaturgy]] (available at level 1)
* [[Produce Flame]]* (available at level 1)
* [[Hellish Rebuke]]* (one free cast per long rest, available at level 3)  
* [[Hellish Rebuke]]* (one free cast per long rest, available at level 3)  
* [[Darkness]] (one free cast per long rest, available at level 5)
* [[Darkness]] (one free cast per long rest, available at level 5)
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* [[Branding Smite]]*** (one free cast per long rest, available at level 5)
* [[Branding Smite]]*** (one free cast per long rest, available at level 5)
|}
|}
  * For Asmodeous Tiefling's Hellish Rebuke see the [[Guide:Baldur's Gate 3 Races Guide#Racial_Spellcasting|Racial Spellcasting]] section.
  ** For Asmodeous Tiefling's Hellish Rebuke and Produce Flame see the [[Guide:Baldur's Gate 3 Races Guide#Racial_Spellcasting|Racial Spellcasting]] section. And note that Produce Flame is bugged as of Launch Patch 1 and uses Wisdom for the attack roll instead of Charisma.
  ** For Mephistopheles Tiefling's Mage Hand, Burning Hands, and Flame Blade see the [[Guide:Baldur's Gate 3 Races Guide#Racial_Spellcasting|Racial Spellcasting]] section.
  *** For Mephistopheles Tiefling's Mage Hand, Burning Hands, and Flame Blade see the [[Guide:Baldur's Gate 3 Races Guide#Racial_Spellcasting|Racial Spellcasting]] section.
  *** For Zariel Tiefling's Searing Smite and Branding Smite see the [[Guide:Baldur's Gate 3 Races Guide#Racial_Spellcasting|Racial Spellcasting]] section.
  **** For Zariel Tiefling's Searing Smite and Branding Smite see the [[Guide:Baldur's Gate 3 Races Guide#Racial_Spellcasting|Racial Spellcasting]] section.




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* In my opinion Mephistopheles Tiefling is the most difficult one to say has clear synergy with specific builds. [[Mage Hand|Mage hand]] is a nice utility spell and good to have as a cantrip. [[Burning Hands]] conversely does pretty good damage at low levels, but scales very poorly by the time you are character level 4. [[Flame Blade]] is a great spell for some builds, but the fact you can only cast it once per long rest and it requires concentration can make it tough to recommend building a character around this spell when you get it from a racial feature. Because if you do not have another source of this spell, you build your whole character around using this spell, but then lose [[Concentration|concentration]] then your build has just shut down until you long rest again. If you are able to cast Flame Blade using spell slots then it could be worthwhile. Unfortunately only [[Druid|Druids]] get access to this spell and they use [[Wisdom]] for their spellcasting ability modifier while this racial form of Flame Blade uses [[Charisma]], meaning you will have a tough time getting the spell to work well in both casting scenarios. The only situation I see this spell being useful enough to consider building a character around is on a Pact of the Blade [[Warlock]] who can use it using Charisma, and if they lose concentration on Flame Blade then they can revert back to using their typical weapon attacks.
* In my opinion Mephistopheles Tiefling is the most difficult one to say has clear synergy with specific builds. [[Mage Hand|Mage hand]] is a nice utility spell and good to have as a cantrip. [[Burning Hands]] conversely does pretty good damage at low levels, but scales very poorly by the time you are character level 4. [[Flame Blade]] is a great spell for some builds, but the fact you can only cast it once per long rest and it requires concentration can make it tough to recommend building a character around this spell when you get it from a racial feature. Because if you do not have another source of this spell, you build your whole character around using this spell, but then lose [[Concentration|concentration]] then your build has just shut down until you long rest again. If you are able to cast Flame Blade using spell slots then it could be worthwhile. Unfortunately only [[Druid|Druids]] get access to this spell and they use [[Wisdom]] for their spellcasting ability modifier while this racial form of Flame Blade uses [[Charisma]], meaning you will have a tough time getting the spell to work well in both casting scenarios. The only situation I see this spell being useful enough to consider building a character around is on a Pact of the Blade [[Warlock]] who can use it using Charisma, and if they lose concentration on Flame Blade then they can revert back to using their typical weapon attacks.
* Zariel Tiefling is a great option for [[Charisma]] based spell sword characters, whether that be a Pact of the Blade [[Warlock]], [[Paladin]], Swords [[Bard]], Valor [[Bard]], or even a [[Fighter]] or [[Rogue]] who had some [[Ability Scores|ability score]] points to spare and put them in Charisma. The two smite spells let you do a bit more damage in combat and are not something to scoff at. [[Thaumaturgy]] is also a great spell for party face characters to have, which this high [[Charisma]] character can likely fill the shoes of.
* Zariel Tiefling is a great option for [[Charisma]] based spell sword characters, whether that be a Pact of the Blade [[Warlock]], [[Paladin]], Swords [[Bard]], Valor [[Bard]], or even a [[Fighter]] or [[Rogue]] who had some [[Ability Scores|ability score]] points to spare and put them in Charisma. The two smite spells let you do a bit more damage in combat and are not something to scoff at. [[Thaumaturgy]] is also a great spell for party face characters to have, which this high [[Charisma]] character can likely fill the shoes of.
* Asmodeous Tiefling is nice for anyone, but definitely favors Charisma casters like [[Sorcerer|Sorcerers]] and [[Bard|Bards]] and [[Warlock|Warlocks]]. Other races can certainly make use of the [[Darkness]] spells both in and out of combat, whether that be to blind the enemies you are fighting or to sneak through difficult locations. [[Thaumaturgy]] once again goes great with a party face character which a Charisma caster can likely fill the shoes of. And [[Hellish Rebuke]] does scale off Charisma, but its damage is not so substantial that you should be worried about this spell being a waste in the event your character does not have a high Charisma. This race is actually what my first character will be. Save the best for last.
* Asmodeous Tiefling is nice for anyone, but definitely favors Charisma casters like [[Bard|Bards]] and [[Warlock|Warlocks]]. Other races can certainly make use of the [[Darkness]] spells both in and out of combat, whether that be to blind the enemies you are fighting or to sneak through difficult locations. But a Warlock with the Devil's Sight [[Eldritch Invocation]] will get the most use from it. [[Produce Flame]] could be a nice damage cantrip for a bard, if only it was not bugged and currently scaling off of Wisdom as of Launch Patch 1. And [[Hellish Rebuke]] does scale off Charisma, but its damage is not so substantial that you should be worried about this spell being a waste in the event your character does not have a high Charisma. This race is actually what my first character was. Save the best for last.




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