User:Toancaro/Template:ClassPage

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Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blade Ward Blade Ward Abjuration Abjuration Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Take only half the damage from Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing attacks.
Guidance Guidance Divination Divination Cleric Cleric
Druid Druid
Action Concentration 1.5m The target gains D4 Physical.png +1d4 bonus to Ability checks. Duration: 10 turns
Light Light Evocation Evocation Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Infuse an object with an aura of light.
Produce Flame Produce Flame Conjuration Conjuration Cleric Cleric
Druid Druid
Action 0 A flame in your hand sheds a light in a 9 m / 30 ft radius and deals 1d8Damage TypesFire damage when thrown. Throwing the flame immediately after you conjure it does not cost an Action. Extinguishing or throwing it on subsequent turns costs an Action. The throw has a range of 9 m / 30 ft.
Resistance (Cantrip) Resistance Abjuration Abjuration Cleric Cleric
Druid Druid
Action Concentration 1.5m Make a target more resistant to spell effects and conditions: it receives a D4 Physical.png +1d4 bonus to Saving throws.
Sacred Flame Sacred Flame Evocation Evocation Cleric Cleric Action DEX 18m Damage Types Engulf a target in a flame-like radiance.
Thaumaturgy Thaumaturgy Transmutation Transmutation Cleric Cleric Action 0 Gain Advantage Icon.png Advantage on Intimidation and Performance Checks.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Bane (Spell) Bane Enchantment Enchantment Bard Bard
Cleric Cleric
Action Concentration 9m Up to 3 creatures receive a D4 Physical.png -1d4 penalty to Attack rolls and Saving throws.
Bless Bless Enchantment Enchantment Cleric Cleric
Paladin Paladin
Action Concentration 9m Bless up to 3 creatures. They gain a D4 Slashing.png +1d4 bonus to Attack rolls and Saving throws.
Command Command Enchantment Enchantment Cleric Cleric
Paladin Paladin
Action 18m Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. The target must succeed on a Wisdom saving throw in order to resist the effects.
Create or Destroy Water Create or Destroy Water Transmutation Transmutation Cleric Cleric
Druid Druid
Action 9m 4m Choose to call forth rain or destroy a water-based surface.
Cure Wounds Cure Wounds Evocation Evocation Bard Bard
Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Heal a creature you can touch.
Guiding Bolt Guiding Bolt Evocation Evocation Cleric Cleric Action Attack roll 18m Damage Types The next attack roll against this target has Advantage Icon.png Advantage.
Healing Word Healing Word Evocation Evocation Bard Bard
Cleric Cleric
Druid Druid
Bonus Action 18m Heal a creature you can see.
Inflict Wounds Inflict Wounds Necromancy Necromancy Cleric Cleric Action Attack roll 1.5m Damage Types Putrefy a creature with Damage TypesNecrotic energy filling your hands.
Protection from Evil and Good Protection from Evil and Good Abjuration Abjuration Cleric Cleric
Paladin Paladin
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. The targets can't be Charmed Charmed, Frightened Frightened, or possessed by them[See Notes], and when these creatures attack it, they have Disadvantage Icon.png Disadvantage.
Sanctuary Sanctuary Abjuration Abjuration Cleric Cleric
Paladin Paladin
Bonus Action 18m You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells. Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a larger area.
Shield of Faith Shield of Faith Abjuration Abjuration Cleric Cleric
Paladin Paladin
Bonus Action Concentration 18m Surround a creature with a shimmering field of magic that increases its Armour Class Armour Class by 2.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Aid Aid Abjuration Abjuration Cleric Cleric
Paladin Paladin
Action 0 9m Bolster your allies with toughness and resolve to heal and increase their Hit Points maximum.
Blindness Blindness Necromancy Necromancy Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 18m Limit a foe's sight range. It is easier to hit, and the creature will miss more often. Attack rolls against it have Advantage Icon.png Advantage and the foe attacks with Disadvantage Icon.png Disadvantage.
Calm Emotions Calm Emotions Enchantment Enchantment Bard Bard
Cleric Cleric
Action Concentration 18m 6m Humanoids can't be Charmed Charmed, Frightened Frightened, or become enraged.
Enhance Ability Enhance Ability Transmutation Transmutation Bard Bard
Cleric Cleric
Druid Druid
Sorcerer Sorcerer
Action Concentration 1.5m Bestow a magical enchantment upon an ally. They gain Advantage Icon.png Advantage on Ability Checks with a chosen Ability.
Hold Person Hold Person Enchantment Enchantment Bard Bard
Cleric Cleric
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within  Range: 3 m / 10 ft are always Critical Hits. At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition.
Lesser Restoration Lesser Restoration Abjuration Abjuration Bard Bard
Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Cure a creature from Condition Type Icon.pngDiseased, Condition Type Icon.pngPoisoned, Paralysed Paralysis, or Condition Type Icon.pngBlinded.
Prayer of Healing Prayer of Healing Evocation Evocation Cleric Cleric Action 0 9m Heal all allies you can see within range by 2d8 + Spellcasting Modifierhit points.
Protection from Poison Protection from Poison Abjuration Abjuration Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Touch a creature to grant it protection against Poisonous influences. You neutralize all Poisons that affect it, grant it Advantage Icon.png Advantage on Saving throws against being Poisoned Poisoned, and Resistance to Damage TypesPoison damage.
Silence Silence Illusion Illusion Bard Bard
Cleric Cleric
Ranger Ranger
Action Concentration Ritual 18m Create a sound-proof sphere. All within are Silenced Silenced and Immune to Damage TypesThunder damage.
Spiritual Weapon Spiritual Weapon Evocation Evocation Cleric Cleric Bonus Action 18m Damage Types Summon a floating, spectral weapon of your choice that attacks your enemies alongside you. The weapon is Ethereal, Immune to Damage TypesPsychic and Damage TypesPoison damage, and Resistant to all other Damage Types. Duration: 10 turns. Only one Spiritual Weapon may be summoned at any time.
Warding Bond Warding Bond Abjuration Abjuration Cleric Cleric Action 1.5m Ward an ally. They gain Resistance to all damage, and a +1 bonus to their Armour Class Armour Class and Saving throws. Each time the target takes damage, the spellcaster takes the same amount of damage.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Animate Dead Animate Dead Necromancy Necromancy Cleric Cleric
Wizard Wizard
Action 3m Animate a corpse to create an undead servant while not in combat.
Beacon of Hope Beacon of Hope Abjuration Abjuration Cleric Cleric Action Concentration 0 9m Your allies will regain the maximum Hit Points possible when healed. They also gain Advantage Icon.png Advantage on Wisdom Saving throws and Death Saving Throws.
Bestow Curse Bestow Curse Necromancy Necromancy Bard Bard
Cleric Cleric
Wizard Wizard
Action Concentration WIS 1.5m Curse a creature with your touch. The curse either bestows Disadvantage Icon.png Disadvantage on Ability checks and Saving throws, Disadvantage Icon.png Disadvantage on Attack rolls, lets you deal additional damage to the target, or robs it of its Actions. The effect of the curse is based on the variant selected, and lasts for 10 turns.
Daylight Daylight Evocation Evocation Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Sorcerer Sorcerer
Action 18m Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
Feign Death Feign Death Necromancy Necromancy Bard Bard
Cleric Cleric
Druid Druid
Wizard Wizard
Action 1.5m Put an ally in a protective coma. They become Resistant to all damage except Damage TypesPsychic. Disease and Poison no longer have any effect. Removed when Helped Helped.
Glyph of Warding Glyph of Warding Abjuration Abjuration Bard Bard
Cleric Cleric
Wizard Wizard
Action 9m 4m Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy the selected magical effect will trigger. The glyph will last until triggered, or until a Long Rest.
Mass Healing Word Mass Healing Word Evocation Evocation Cleric Cleric Bonus Action 0 18m Call out words of restoration to heal up to 6 creatures for 1d4 + Spellcasting Modifierhit points.
Protection from Energy Protection from Energy Abjuration Abjuration Cleric Cleric
Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 1.5m Touch a creature to grant it Resistance to Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning, or Damage TypesThunder damage.
Remove Curse Remove Curse Abjuration Abjuration Cleric Cleric
Paladin Paladin
Warlock Warlock
Wizard Wizard
Action 1.5m Touch a creature or object to remove all Curses and Hexes affecting it.
Revivify Revivify Necromancy Necromancy Cleric Cleric
Paladin Paladin
Action 9m 9m Revive a companion. They return to life with 1 Hit point.
Speak with Dead Speak with Dead Necromancy Necromancy Bard Bard
Cleric Cleric
Action Ritual 9m Grant a semblance of life to a corpse, allowing it to answer questions.

Skeletons and creatures killed with Damage TypesAcid, Damage TypesFire, Damage TypesLightning, Damage TypesNecrotic, Damage TypesRadiant damage no longer have a mouth and can't be made to talk using this spell.

Casting this spell also grants the ability Recast Speak with Dead, which allows the spellcaster to recast the spell without expending a spell slot, until the next Long Rest.
Spirit Guardians Spirit Guardians Conjuration Conjuration Cleric Cleric Action Concentration 0 3m Call forth spirits to protect you. Nearby enemies take 3d8Damage TypesRadiant or 3d8Damage TypesNecrotic damage per turn, and their Movement Speed is halved. Lasts for 10 turns.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Banishment Banishment Abjuration Abjuration Cleric Cleric
Paladin Paladin
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration CHA 18m Temporarily Banished Banish your target to another plane of existence.
Death Ward Death Ward Abjuration Abjuration Cleric Cleric
Paladin Paladin
Action 1.5m Protect a creature from death. The next time damage would reduce it to 0 Hit Points, it remains conscious with 1 Hit Point left.
Freedom of Movement Freedom of Movement Abjuration Abjuration Bard Bard
Cleric Cleric
Druid Druid
Action 1.5m Snap an ally out of any Stunned Stun. Difficult Terrain Difficult Terrain can't slow them down, and they can't be magically Paralysed Paralysed or Restrained Restrained. If the target is restrained by non-magical means, it can spend 1.5 m / 5 ft of Movement to free itself.
Guardian of Faith Guardian of Faith Conjuration Conjuration Cleric Cleric Action 9m Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of Hit Points. Lasts 10 turns. The guardian is stationary. When an enemy is in range, it uses an attack called "Strike of the Guardian". It has a range of 3m and deals 20 Radiant damage. On a DEX save, enemies still take half damage. It has 60 Hit Points.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Contagion Contagion Necromancy Necromancy Cleric Cleric
Druid Druid
Action Attack roll 1.5m Poison a target and possibly afflict them with a disease of your choice. Once infected, the target will roll a Constitution Saving throw each turn. If it accumulates 3 successes, it recovers. If it accumulates 3 failures, it contracts the Disease chosen by the spellcaster.
Dispel Evil and Good Dispel Evil and Good Abjuration Abjuration Cleric Cleric Action Concentration 0 Aberrations, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage Icon.png Disadvantage on Attack rolls against you. You can also break Enchantments that Charmed Charm, Frightened Frighten, or Malefic Possession Possesses allies.
Flame Strike Flame Strike Evocation Evocation Cleric Cleric Action 18m 3m Damage Types Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels.
Greater Restoration Greater Restoration Abjuration Abjuration Bard Bard
Cleric Cleric
Druid Druid
Action 1.5m Touch a creature and negate any Charmed Charm, Petrified Petrification, Stunned Stun, or Condition Type Icon.pngCursed.
Insect Plague Insect Plague Conjuration Conjuration Cleric Cleric
Druid Druid
Sorcerer Sorcerer
Action Concentration 18m 6m Damage Types Locusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage Icon.png Disadvantage on Perception Checks.
Mass Cure Wounds Mass Cure Wounds Evocation Evocation Bard Bard
Cleric Cleric
Druid Druid
Action 18m Unleash a soothing hum of energy that heals you and nearby allies.
Planar Binding Planar Binding Abjuration Abjuration Bard Bard
Cleric Cleric
Druid Druid
Wizard Wizard
Action Concentration 18m Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.
Telekinesis Telekinesis Transmutation Transmutation Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action Concentration STR 18m Throw a creature or object up to 18 m / 60 ft with a thought. Once per turn, you can use Telekinesis again without expending a Spell Slot. Heavier items deal more damage when thrown in this manner. Duration: 10 turns

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blade Barrier Blade Barrier Evocation Evocation Cleric Cleric Action Concentration 18m Damage Types Summons a wall of razor-sharp blades that turns the area into Difficult Terrain and damages anyone foolish enough to come close.
Create Undead Create Undead Necromancy Necromancy Cleric Cleric
Warlock Warlock
Wizard Wizard
Action 3m Create a corpse as a heinous mummy that fights by your side.
Harm Harm Necromancy Necromancy Cleric Cleric Action CON 18m Damage Types Reduce a target's maximum Hit Points, but never below 1.
Heal Heal Evocation Evocation Cleric Cleric
Druid Druid
Action 18m Heals a target's wounds and remove Blindness and any Diseases.
Heroes' Feast Heroes' Feast Conjuration Conjuration Cleric Cleric
Druid Druid
Action 0 18m You and everyone around can't be Poisoned, Diseased, or Frightened Frightened. Everyone's maximum Hit Points increases by 12, and they make Wisdom Saving throws with Advantage Icon.png Advantage.
Planar Ally Planar Ally Conjuration Conjuration Cleric Cleric Action 18m Beseech one of these otherworldly entities for aid. Summon either an Elemental, Celestial, or Fiend to fight for you. Duration: Until Long rest

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