Class Guide for Baldur’s Gate 3 (Part 2)

Barbarian

The basic positioning of the Barbarian is a high-burst mobile battlefield meat grinder.

He can quickly appear at key positions and deal powerful blows to dangerous enemies. He has strong single-round output capabilities, and both control and strike effects are very obvious.

Due to the built-in equipment and props in the game, there are also super offensive and defensive throwing flows to choose from, and the gameplay is also diverse.

Bard

The Bard has strong exploration and interaction capabilities and is also a spellcaster with good auxiliary effects.

The Bard can have a decent ranged attack, or even go the melee route as well.

The bard can serve as a good leader, and can also replace the wanderer’s exploration functionality to a certain extent (still somewhat inferior), and his versatility lies in his ability.

 Pastor

The priest in the dnd game is more like a fortress-like auxiliary role, and is also very effective in fighting against demons and undead.

The priest’s domain determines his spell type, with life tending towards assistance, light tending towards attacks on dark creatures, and trickery tending towards control and debuffs.

The Nature domain focuses on animal taming, survival, interaction between plants and animals, and summoning, while the Storm domain focuses on powerful spell strikes.

The War domain allows the cleric to become a magus.

Of course, at the current level, the priest’s strength cannot be fully utilized and is not strong enough.

Druid

Druid is a companion of nature, with good natural interaction, summoning, recovery, spell attack capabilities, and powerful transformation ability, and a powerful all-round BD with both offensive and defensive capabilities.

Druids currently seem to be a jack of all trades, with expertise in every field. As a spellcaster, they are also excellent in support, control, enhancement, and summoning abilities.

Warrior

Has high health, high weapon and armor proficiency, and is good at strength and physical assessments.

An excellent tank that also has strong melee strike capabilities and advantage-making capabilities.

Monk

The main feature of the monk is his elegance. He can move without armor or weapons, and he is flexible and agile as well as able to strike quickly.

It can cooperate with teammates to output and cause devastating damage to the restrained enemies.

High mobility helps to fill gaps on the battlefield, and you can even gain spellcasting ability through a secondary job.

Although the gameplay is not very pleasing, it has very strong melee BD.

Paladin

A paladin can become a defender with strong armor and sharp swords, can become a sweeper with the might of a great weapon, can assist in spellcasting, can use spells to generate a large amount of extra damage, and has an overwhelming advantage against specific evil, undead, and demon targets.

High strength and high charisma give him a good room for test performance, making him very suitable as a team leader.

A paladin can even acquire powerful abilities in both physics and magic by taking on a multi-class magic job.

Ranger

A profession with flexible attack methods, also good at ambush and reconnaissance, and has an affinity with nature/beasts that is no less than that of a druid.

Rangers can choose more distinctive combat styles such as ranged and dual wielding, and can also have the ability to control animal companions.

Especially long-range output and animal companions can serve as the core of the construction. In addition, the ranger’s spellcasting ability is also very helpful and should not be underestimated.

Wanderer

A reconnaissance vanguard capable of stealth, ambush, lock picking, and trap disarming.

He uses his agility and intelligence to roam in the shadows. He can fight at both long and short ranges, and is good at all kinds of checks.

It has strong functionality and good explosive power, and is a jack of all trades for the team (the wanderer in a mature team also has strong damage capabilities).

Warlock

The warlock is a being that can bombard everything, using various super-magic enhancement spells to deal high burst damage.

In fact, a warlock can also work part-time as a 1st-level wizard, gaining more spell options while keeping the caster level unchanged (although it will result in a loss of spell points, so having breadth means less depth).

Players who like to bombard freely can choose warlock.

Warlock

For spellcasters who use charm as their main attribute for casting spells, their spell selection is relatively small, but the operation is simple and the effect is specific.

The mana explosion in the early stage can greatly simplify the battle, and the contract summoning can also increase the flexibility of the team.

The main feature is simplicity and practicality, without any frills.

 Mage

A spellcaster with intelligence as its primary attribute.

Flexible and versatile, with the largest spell pool in the game, players who are well versed in the rules can make the mage shine.

A mage is a character who can help the team from exploration to interaction to combat to assistance, which is very interesting (it does require you to know the game well enough).

Background

Background refers to your character’s past and birth, and the background will give the player corresponding skill proficiency items.

From a utilitarian perspective, try to choose a background that your chosen class/race does not already have proficiency in.

In addition, most of the plots in the game are based on the player’s choice of dialogue content, so when the player’s dialogue content and behavior are consistent with the background setting of the selected character, they will get some incentive points.

Inspire points can be used to re-roll attribute checks, and a maximum of four Inspire points can be stored.

Skills

In Baldur’s Gate, there are a large number of skills, which are the key to various tests during the game.

Each skill corresponds to an attribute. The higher the attribute, the better your performance in that skill is likely to be. Having proficiency in that skill (you can add the proficiency bonus to the test) will further improve your performance.

Letting professionals (those with corresponding skill proficiency and attribute bonuses) do professional things (tests) can make adventures easier.

Players can gain skill proficiency through race, occupation, background and expertise, and some items and magic also provide skill proficiency.

—Skill Effect List—

– Strength Skills

Movement: crawling, jumping, swimming, running.

– Agility Skills

Gymnastics: acrobatics, balancing, gymnastic stunts, etc.

Sleight of hand: Theft, sleight of hand, and all kinds of sneaky tricks.

Conceal: avoid, hide.

-Intellectual skills

Arcana: Knowledge related to magic, spells, magic items, mages, runes, etc.

History: Knowledge about the past, legendary figures, wars, ancient civilizations, etc.

Investigation: Collect clues everywhere and then infer. Compared with the perception skill, it focuses more on actively looking for and thinking about the answer.

Nature: plants, animals, etc.

Religion: gods, cults, holy symbols, etc.

-Perception skills

Taming: tame wild beasts, control mounts, pacify animals, etc.

Insight: Psychology to judge inner thoughts, detect lies, read minds (laughs), etc.

Medicine: medical conditions, medications, etc.

Perception: seeing, hearing, smelling, and feeling all kinds of things.

Survival: Track prey, predict weather, judge terrain, etc.

– Charm Skills

Deceive: deceive.

Intimidation: threats, intimidation, displays of violence, etc.

Performance: singing, dancing, storytelling, rap (laughter), etc.

Lobbying: empty talk.

Attribute Points

First, please refer to the Getting Started Guide section above to understand the functions of each attribute.

Through the previous chapters on skills and assessments, players also understand that attributes are the basis of adventure and combat, and a large number of interactions are assessed based on attributes.

If players are not very clear about the rules, it is recommended that they build their characters according to the default attributes.

Attribute Points

First, please refer to the Getting Started Guide section above to understand the functions of each attribute.

Through the previous chapters on skills and assessments, players also understand that attributes are the basis of adventure and combat, and a large number of interactions are assessed based on attributes.

If players are not very clear about the rules, it is recommended that they build their characters according to the default attributes.

For example, for a paladin, strength and charisma are generally the most important.

If you prefer damage-dealing type, you can get +2 Strength +1 Charm. If you prefer spellcasting and interaction, you can get +2 Charm +1 Strength.

Expertise

Each character can choose a feat at level 4, 8, and 12. Most feats are common to all professions, but some feats have prerequisites. Please choose according to the character build.

At the same time, BG3 also integrates attribute value improvement (allocating two points to any attribute value, with the attribute not exceeding 20) into expertise.

Expertise is a powerful passive bonus that is very helpful in improving your character.

The following is a list of feat effects:

Attribute improvement: +2 to one attribute, or +1 to each of two attributes, up to a maximum of 20.

Actor: +1 Charisma, capped at 20. Double your proficiency bonus on Perform and Deception checks.

Alert: You gain a +5 bonus on initiative checks, and you cannot be frightened.

Athlete: +1 to Strength or Agility, capped at 20. When you are knocked down, you now need less Move Force to get back up. Also increases your jump distance by 50%.

Charge: Gain Charge: Weapon Attack and Charge: Push.

Crossbow Expert: When you attack with a crossbow in melee range, you no longer have disadvantage on attack rolls. Piercing Shot also applies an Open Wound for twice as long.

Fighting Defensive: When you are hit by a melee attack with a finesse weapon for which you have proficiency, you can use a reaction to increase your Armor Class by 2, potentially causing the attack to miss.

Dual Wielder: You can fight with two weapons, even if your weapons are not light. In addition, you gain a +1 bonus to Armor Class while wielding a melee weapon in each hand. Heavy weapons cannot be dual-wielded.

Dungeon crawler: Gain advantage on Perception checks to detect hidden objects and on saving throws to avoid or resist traps. Gain resistance to damage from traps.

Stronger with Age: Constitution +1, capped at 20. Restore all health points each time you take a short rest.

Elemental Mentor: Your spells can now ignore one type of damage resistance. When you cast a spell of that type, you do not roll a 1.

Master of Heavy Weapons: When you make a melee weapon attack that scores a critical hit or kills a creature, you can make another melee weapon attack as a bonus action that round. When you make an attack with a heavy melee weapon with which you have proficiency, you take a –5 penalty on the attack roll, but deal +10 damage. (You can turn this option on or off at will.)

Heavy Armor Usage: Gain proficiency in heavy armor and +1 to strength, capped at 20. Requirements: Medium Armor proficiency

Heavy Armor Master: +1 to Strength, capped at 20. -3 secondary damage from nonmagical attacks while wearing Heavy Armor. Requirements: Heavy Armor proficiency

Light Armor Usage: Gain proficiency with light armor, and +1 to either Strength or Dexterity, to a maximum of 20.

Luck: Gain 3 Luck points, which can be used to gain advantage on attack rolls, ability checks, or saving throws, or to allow an enemy to re-roll their attack roll.

Mage Slayer: When a creature casts a spell within your melee range, you gain advantage on all saving throws against it, and in addition, you can use your reaction to immediately make an attack against the caster. Enemies hit have disadvantage on concentration saving throws.

Mobility: Your movement speed is increased, and unfavorable terrain does not slow you down when you are sprinting. If you move after making a melee attack, you do not provoke an attack of opportunity from your target.

Apprentice of Magic – Bard: Learn 2 cantrips and 1 1st-level spell from the Bard spell list. Can cast 1 1st-level spell per long rest. Charisma is the key attribute for casting all 3 spells.

Magic Apprentice – Priest: Learn 2 cantrips and 1 1st-level spell from the priest spell list. You can cast a 1st-level spell once per long rest. The key attribute for casting all 3 spells is perception.

Magic Apprentice – Druid: Learn 2 cantrips and 1 1st level spell from the druid spell list. You can cast a 1st level spell once per long rest. The key attribute for casting all 3 spells is perception.

Apprentice of Magic: – Warlock: Learn 2 cantrips and 1 1st-level spell from the Warlock spell list. You can cast a 1st-level spell once per long rest. The key attribute for casting all 3 spells is Charisma.

Apprentice of Magic – Warlock: Learn 2 cantrips and 1 1st-level spell from the Warlock spell list. Can cast 1 1st-level spell per long rest. Charisma is the key attribute for casting all 3 spells.

Combat Maneuver Expert: Learn two combat maneuvers from the Combat Master secondary class, and gain an Excellence dice for use. The consumed Excellence dice can be restored after a short or long rest.

Medium Armor Master: While you are wearing medium armor, it does not impose disadvantage on Stealth checks. The Armor Class bonus gained through Dexterity modifier is +3 instead of +2. Requirement: Medium Armor Proficiency

Performer: Gain proficiency in a musical instrument and +1 to Charisma, capped at 20

Polearm Master: When attacking with a polearm, halberd, staff, or shorthand, you can use a bonus action to attack with the weapon’s handle. You can also make an attack of opportunity when a target comes within range.

Solid as a Rock: Gain +1 to one ability score, capped at 20, and gain proficiency on saving throws against that ability score.

Ritual Caster: Learns two ritual spells of your choice

Brutal Brawler: When making a weapon attack, roll the damage dice twice and take the highest result.

Sentinel: When an enemy in melee range attacks an ally, you can use your reaction to make a weapon attack against that enemy. Attack of opportunity gains advantage. Also, when you hit a creature with an attack of opportunity, that creature can’t move for the rest of its turn.

Sharpshooter: Your ranged weapon attacks no longer take the penalty from the Highland Rule. When you make a ranged attack with a weapon you have proficiency with, your attack roll takes a -5 penalty, but deals an extra 10 points of damage.

Shield Master: While using a shield, gain a +2 bonus on Dexterity saving throws. If a spell forces you to make a Dexterity saving throw, you can use a reaction to protect yourself, reducing the damage from the effect. If the saving throw fails, you take only half as much damage. If the saving throw succeeds, you take no damage.

Familiarity: You can choose any three skills and gain proficiency in them.

Spell Sniper: Learn a cantrip. Reduce the attack roll required to trigger a critical hit by 1. This effect stacks.

Tavern Brawler: When you make an unarmed attack, use an improvised weapon, or throw an object, you can add double your Strength modifier to the damage and attack roll.

Robust: Each time you level up, your maximum health increases by 2.

Battlecaster: Gain advantage on saving throws to maintain concentration. You can also use your reaction to cast Shocking Claw on a target that moves out of your melee attack range.

Weapon Master: Choose four weapons to gain proficiency with, and either Strength or Agility +1, capped at 20.

By Charlie

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