
Character Skills
"content": "## Overview
In Baldur's Gate 3, every character's abilities are defined by their class, subclass, race, background, feats, and spells. This guide focuses on the unique skills, abilities, spells, and features provided by each class and subclass. It covers all 12 base classes, their subclasses, key spells, action surges, rage abilities, bardic inspirations, and more. Also included are essential feats and racial traits that synergize with class skills.
In Baldur's Gate 3, every character's abilities are defined by their class, subclass, race, background, feats, and spells. This guide focuses on the unique skills, abilities, spells, and features provided by each class and subclass. It covers all 12 base classes, their subclasses, key spells, action surges, rage abilities, bardic inspirations, and more. Also included are essential feats and racial traits that synergize with class skills.
Barbarian
Core Skills
- Rage: Bonus action. Lasts 10 turns. Grants +2 damage to melee attacks, resistance to physical damage, advantage on Strength checks/saves. Cannot cast spells while raging. Use before combat or when overwhelmed.
- Unarmored Defense: AC = 10 + Dex mod + Con mod when not wearing armor.
- Fast Movement: +3m movement speed while unarmored.
- Frenzy: While raging, you can make a bonus action attack each turn. After rage ends, gain 1 level of Exhaustion. Best for burst damage.
- Frenzied Throw: Throw a creature or object as a bonus action during rage. Great for crowd control.
- Bestial Heart: Choose a spirit animal (Bear, Eagle, Elk, Tiger, Wolf) for passive bonuses. Bear gives resistance to all damage except psychic. Eagle: Dash as bonus action, enemies have disadvantage on opportunity attacks. Elk: Extra movement and charge. Tiger: Improved jumping and stealth. Wolf: Allies have advantage on attacks against enemies near you.
- Aspect of the Beast: Additional benefit at level 6 (e.g., Bear gives carrying capacity, Eagle gives free disengage).
- Magic Awareness: Detect magic while raging.
- Wild Surge: When you rage or cast a spell, trigger a random magical effect (e.g., heal, teleport, summon weapon). Unpredictable but powerful with careful positioning.
- Bardic Inspiration (Bonus action): Give a d6 inspiration die to an ally. They can add it to attack rolls, ability checks, or saving throws. Scales to d8 at level 5, d10 at level 10, and replenishes on short rest at higher levels.
- Song of Rest: Provides additional healing during short rests.
- Jack of All Trades: Half proficiency on ability checks you are not proficient in.
- Cutting Words: Use Bardic Inspiration to subtract it from an enemy's attack roll, ability check, or damage roll. Excellent for defense.
- Additional Magical Secrets: Pick spells from any class at levels 6 and 10. Grab Counterspell, Fireball, Haste.
- Combat Inspiration: Bardic Inspiration can be used for damage or AC boosts.
- Extra Attack: Second weapon attack at level 6.
- Defensive Flourish: When you use Bardic Inspiration for an attack, add to AC until next turn.
- Blade Flourish: Spend a Bardic Inspiration to add effects to a weapon attack (e.g., push enemies, increase AC, hit multiple targets).
- Extra Attack at level 6.
- Dual Wielding style: Fight with two weapons without penalty.
- Vicious Mockery (Cantrip): Deal psychic damage and give enemy disadvantage on next attack.
- Healing Word, Faerie Fire, Hypnotic Pattern, Hold Person, Greater Invisibility.
- Channel Divinity (once per short rest): Varies by subclass. Gain additional uses at level 6 and 18.
- Divine Intervention (level 10, once per long rest): Powerful effect (heal all allies, summon a Deva, cast a high-level spell).
- Turn Undead: Channel Divinity to frighten undead or fiends for 10 turns (Wisdom save).
- Disciple of Life: Healing spells restore extra HP (2 + spell level).
- Preserve Life: Channel Divinity to heal a party member up to half their max HP (up to 5x cleric level).
- Blessed Healer: When you cast a healing spell on others, you also heal.
- Warding Flare: Reaction to impose disadvantage on an attack against you or ally within 30 ft.
- Radiance of the Dawn: Channel Divinity to deal radiant damage to all enemies in a radius (no friendly fire).
- Fireball, Wall of Fire domain spells.
- Blessing of the Trickster: Give an ally advantage on Stealth checks.
- Invoke Duplicity: Create an illusion duplicate to distract enemies; you can cast spells from its location.
- Cloak of Shadows: Channel Divinity for invisibility until end of turn.
- War Priest: Extra attack as a bonus action (Wis mod times per long rest).
- Guided Strike: Channel Divinity to add +10 to an attack roll.
- Spirit Guardians, Crusader's Mantle.
- Blessings of Knowledge: Expertise in two skills (Arcana, History, Nature, or Religion).
- Channel Divinity: Knowledge of the Ages: Gain proficiency in any skill or tool for 1 hour.
- Read Thoughts: Use action to probe a creature's mind for insight or advantage.
- Guidance (Cantrip): Add d4 to ability checks.
- Bless, Healing Word, Spiritual Weapon, Spirit Guardians, Mass Healing Word, Resurrection.
- Wild Shape: Transform into an animal for combat or exploration. Uses per short rest (2 at level 2, 3 at level 4). While wild shaped, you retain mental stats but gain physical stats and abilities of the form.
- Druidic: Language known to all druids.
- Timeless Body (level 18): Aging is slowed.
- Natural Recovery: Recover some spell slots during a short rest.
- Bonus Cantrips: Learn additional cantrips outside druid list.
- Circle Spells: Domain-like bonus spells (e.g., Misty Step, Haste, Plant Growth).
- Combat Wild Shape: Wild Shape as a bonus action instead of action.
- Moon Forms: Access to higher CR beasts early (e.g., Dire Wolf, Polar Bear, Owlbear).
- Primal Strike: Wild Shape attacks count as magical for overcoming resistance.
- Symbiotic Entity: Gain temporary HP and deal necrotic damage to nearby enemies when you Wild Shape or activate.
- Spreading Spores: Bonus action to create a cloud of necrotic spores that damages enemies.
- Fungal Zombies: Raise dead as spore servant allies.
- Shillelagh (Cantrip): Make a staff/quarterstaff use Wisdom for attack and damage.
- Moonbeam, Heat Metal, Call Lightning, Conjure Animals, Heal.
- Second Wind (Bonus action): Heal for 1d10 + Fighter level. Recharges per short rest.
- Action Surge: Immediately gain an additional action and possible bonus action. Recharges per short rest. Use for nova damage or cast two spells in one turn (but only one leveled spell per turn rule applies? BG3 allows two leveled spells per turn if using Action Surge).
- Extra Attack (2 attacks at level 5, 3 at level 11).
- Combat Superiority: Gain superiority dice (d8) for maneuvers. You learn 3 maneuvers at level 3, more at higher levels.
- Maneuvers (select list):
- Student of War: Gain proficiency in one artisan tool.
- Improved Critical: Crit on a roll of 19-20 (later 18-20).
- Remarkable Athlete: Add half proficiency to Strength, Dexterity, Constitution checks.
- Extra Fighting Style (level 10): Choose an additional fighting style.
- Spellcasting: Learn wizard spells (primarily abjuration and evocation). Max spell level 4.
- Weapon Bond: Bond to a weapon; can summon it as a bonus action.
- War Magic: When you cast a cantrip, you can make a weapon attack as a bonus action.
- Eldritch Strike: After hitting with a weapon attack, enemy has disadvantage on save against your next spell.
- Unarmored Defense: AC = 10 + Dex mod + Wis mod.
- Martial Arts: Use Dexterity for unarmed attacks, bonus action unarmed strike after attack action. Unarmed damage scales with level (d4 -> d10).
- Flurry of Blows: Spend 1 ki point to make two unarmed strikes as bonus action.
- Step of the Wind: Spend 1 ki point to Dash or Disengage as bonus action.
- Patient Defense: Spend 1 ki point to take Dodge action as bonus action.
- Open Hand Technique: When you hit with Flurry of Blows, you can apply effects (prone, push, prevent reactions).
- Wholeness of Body: Heal yourself (3× monk level) as an action. Recharges per long rest.
- Tranquility: Gain Sanctuary-like effect after long rest until you attack.
- Quivering Palm: Spend 3 ki to set up devastating damage that can kill on next action or be triggered instantly.
- Shadow Arts: Spend 2 ki to cast Darkness, Darkvision, Pass Without Trace, Silence.
- Shadow Step: Teleport between shadows as a bonus action; advantage on next attack.
- Cloak of Shadows: Invisibility as an action while in dim light.
- Opportunist: Automatically attack an enemy that is hit by an ally's melee attack.
- Elemental Disciplines: Spend ki to cast elemental spells/effects (e.g., Fist of Unbroken Air, Water Whip, Flame Blade).
- Elemental Attunement: Create minor elemental effects (mold earth, shape water, produce flame).
- Ki-Empowered Strikes: Unarmed attacks count as magical.
- Divine Sense: Detect celestials, fiends, undead within 60 ft.
- Lay on Hands: Heal for 5× Paladin level pool. Can also cure diseases/poison (5 HP cost).
- Divine Smite: Spend a spell slot to add radiant damage to a melee attack (2d8 + 1d8 per spell level above 1, max 5d8). Can be used after hitting.
- Fighting Style: Choose one (e.g., Defense, Dueling, Great Weapon Fighting).
- Extra Attack at level 5.
- Aura of Protection (level 6): Add Charisma mod to all saves for self and allies within 3m.
- Improved Divine Smite (level 11): All melee attacks deal additional 1d8 radiant damage.
- Sacred Weapon: Channel Divinity to add Charisma mod to attack rolls and weapons become magical. Good for accuracy.
- Turn the Unholy: Turn fiends and undead.
- Aura of Devotion: Become immune to charm.
- Nature's Wrath: Channel Divinity to restrain a foe with vines (Strength save).
- Turn the Faithless: Turn fey and fiends.
- Aura of Warding: Resistance to spell damage for self and allies.
- Elder Champion: At level 20, gain regeneration and can cast Heal.
- Abjure Enemy: Channel Divinity to frighten a creature (Wisdom save).
- Vow of Enmity: Channel Divinity to gain advantage on attacks against one target for 10 turns.
- Relentless Avenger: When you hit with an opportunity attack, move up to half speed.
- Aura of Vengeance: Allies can make opportunity attacks against enemies that hit you.
- Control Undead: Channel Divinity to control an undead creature for 1 hour.
- Dreadful Aspect: Frighten all enemies within 30 ft.
- Aura of Hate: Add Charisma mod to melee damage for yourself and nearby fiends/undead.
- Shatter Oath: Special abilities tied to breaking your oath.
- Bless, Thunderous Smite, Wrathful Smite, Aid, Crusader's Mantle, Find Steed.
- Favored Foe: Hunt a target; deal extra damage once per turn (uses Wisdom mod). Alternatively, Favored Enemy from class table (e.g., Bounty Hunter grants bonus to investigation and survival against chosen foe).
- Natural Explorer: Gain proficiency in Survival, advantage on ability checks in favored terrain, and reduced travel time.
- Fighting Style: Archery, Defense, Dueling, Two-Weapon Fighting.
- Spellcasting: Use Wisdom for spells. Spells include Hunter's Mark, Ensnaring Strike, Swift Quiver, Conjure Animals.
- Extra Attack at level 5.
- Hunter's Prey: Choose between Colossus Slayer (extra d8 damage to wounded creatures), Giant Killer (reaction attack after large enemy hits), or Horde Breaker (attack another enemy within 5 ft when you attack).
- Defensive Tactics: Choose Escape the Horde (opportunity attacks miss), Steel Will (advantage on fear saves), or Multiattack Defense (bonus AC on next attack after first hit).
- Volley (level 11): Make ranged attacks against multiple enemies in a cone.
- Whirlwind Attack: Melee attacks against all enemies within reach.
- Ranger's Companion: Summon a beast (wolf, bear, spider, raven, boar, or the new Dire Raven). Companion acts on its own turn and can be commanded with bonus action.
- Exceptional Training: At higher levels, companion scales, gains extra attacks, and can be revived with a spell slot.
- Bestial Fury: Companion can attack twice when you command it.
- Dread Ambusher: Extra attack with extra damage on first turn; bonus HP and Dexterity saving throw proficiency.
- Umbral Sight: See in magical darkness; become invisible to enemies that rely on darkvision.
- Fearful Foe: Cause frightened condition on enemies.
- Stalker's Flurry: When you miss, you can make another attack.
- Hunter's Mark (concentration): Bonus damage on each hit; track target.
- Goodberry, Pass Without Trace, Conjure Barrage, Swift Quiver.
- Sneak Attack (once per turn): Deal extra damage when you have advantage or an ally is within 1.5m of the target. Scales with level (1d6 to 10d6). Use with finesse or ranged weapons.
- Cunning Action: Bonus action to Dash, Disengage, or Hide.
- Expertise: Double proficiency in two skills at level 1, two more at level 6.
- Uncanny Dodge (level 5): Halve damage from a visible attacker as a reaction.
- Evasion (level 7): No damage on Dexterity saves if successful; half damage if fail.
- Fast Hands: Bonus action unlocks doors/disarms traps; also gain an extra bonus action (can be used for Cunning Action or drink potion).
- Supreme Sneak: Have advantage on Stealth checks.
- Use Magic Device: Ignore race/class requirements for scrolls and items.
- Assassinate: Attacks against surprised creatures auto-crit. Also have advantage on initiative.
- Infiltration Expertise: Create disguises, forge documents (out of combat).
- Imposter: You can impersonate a target after studying them.
- Death Strike: If you surprise a creature and hit, it must make a Constitution save or die.
- Mage Hand Legerdemain: Your Mage Hand is invisible, can pick locks, disarm traps.
- Spellcasting: Learn illusion and enchantment wizard spells up to level 4.
- Magical Ambush: Enemies have disadvantage on saves vs your spells if you are hidden.
- Versatile Trickster: Use bonus action to distract a creature with Mage Hand, giving you advantage against it.
- Sorcery Points: Metamagic resource. Gain 2 at level 2, increases every level. Can convert spell slots to points or vice versa.
- Metamagic Options (choose two at level 2, more at levels 3, 10, 17):
- Draconic Resilience: Base AC = 13 + Dex modifier; +1 HP per sorcerer level.
- Elemental Affinity: Choose a dragon type (fire, cold, lightning, etc.). When you cast a spell of that damage type, add Charisma mod to damage. Also resistance to that element.
- Dragon Wings (level 11): Flames of fury? Actually in BG3, at level 11 you gain flight for short bursts (reaction to avoid opportunity attacks).
- Wild Magic Surge: Whenever you cast a sorcerer spell, the DM can roll on a surge table (in BG3, it always triggers on certain spells or Tides of Chaos). Random effect (e.g., heal, fireball centered on self, turn into a sheep).
- Tides of Chaos: Gain advantage on one attack, check, or save; then must roll on surge table each time you cast a leveled spell.
- Bend Luck: Use reaction to affect a d4 on a creature's attack or ability check (costs 2 sorc points).
- Tempestuous Magic: When you cast a leveled spell, you can fly up to 3m without provoking opportunity attacks.
- Heart of the Storm: Enemies near you take lightning/thunder damage when you cast a spell of that type (costs sorc points).
- Storm Guide: Control weather mildly.
- Wind Soul: Resistance to lightning and thunder; eventually flight.
- Fire Bolt (Cantrip), Magic Missile, Scorching Ray, Haste, Counterspell, Fireball, Hold Monster.
- Pact Magic: Spell slots regenerate on short rest; max level 5 at level 9. Limited slots but always upcast.
- Eldritch Invocations: Gain customizable passive or active abilities. Examples:
- Dark One's Blessing: Gain temporary HP equal to Charisma mod + warlock level when you kill a creature.
- Dark One's Own Luck: Add d10 to ability check once per short rest.
- Hurl Through Hell: Once per long rest, after hitting with a melee attack, deal 10d10 psychic damage and stun until end of your next turn.
- Awakened Mind: Telepathically communicate with creatures within 30 ft.
- Entropic Ward: Reaction to give disadvantage on an attack; if it misses, you gain advantage on next attack against that enemy.
- Thought Shield: Resistance to psychic damage, can't read your thoughts.
- Fey Presence: Charm or fear creatures in a 10 ft radius.
- Misty Escape: When you take damage, become invisible and teleport.
- Beguiling Defenses: Charm or fear creatures that target you.
- Pact of the Chain: Summon a familiar (imp, quasit, pseudodragon). Special abilities and invisible.
- Pact of the Tome: Learn additional cantrips from any class.
- Pact of the Blade: Create a melee weapon from own hand; can bond to one magical weapon. Use Charisma for attack and damage.
- Eldritch Blast (Cantrip): Multiple beams (scales with level). Best with Agonizing Blast.
- Hex: Bonus action to curse a target, add 1d6 necrotic damage per hit.
- Armour of Agathys, Darkness, Hypnotic Pattern, Counterspell, Hunger of Hadar.
- Spellcasting: Use Intelligence for spells. Learn spells from scrolls (pay gold cost).
- Arcane Recovery: Once per long rest, recover a number of spell slot levels equal to half your wizard level (rounded up). Use during short rest.
- Spellbook: Can prepare spells equal to Int mod + wizard level.
- Sculpt Spells: Allies automatically succeed on saves vs your evocation spells and take no damage.
- Potent Cantrip: Cantrips deal half damage even on save.
- Empowered Evocation: Add Int mod to damage of evocation spells.
- Overchannel: Maximize damage of a level 5 or lower evocation spell but take damage yourself (once per long rest).
- Abjuration Ward: Create a protective barrier (temp HP) that recharges when you cast abjuration spells.
- Arcane Ward: Ward can also absorb damage for allies.
- Projected Ward: Share your ward with adjacent allies.
- Spell Resistance: Advantage on saves vs spells.
- Conjuration Savant: Learn conjuration spells at half cost.
- Minor Conjuration: Create a non-magical object (replaces at level 2).
- Benign Transportation: Teleport an ally or yourself after casting a conjuration spell.
- Focus Conjuration: Concentration can't be broken while casting conjuration spells.
- Portent: Roll two d20s at the start of the day; can replace any attack roll, saving throw, or ability check with one of those rolls. Incredibly powerful.
- Expert Divination: Regain spell slots when you cast a divination spell.
- The Third Eye: Gain darkvision, see invisibility, read thoughts, or similar.
- Hypnotic Gaze: Charm or hold a creature (costs action, can be maintained).
- Instinctive Charm: When an enemy attacks you, redirect to another creature.
- Split Enchantment: Single-target enchantment spells can target one additional creature.
- Grim Harvest: Heal when you kill a creature with a necromancy spell (3× spell level).
- Animate Dead: Raise skeletons or zombies.
- Inured Necromancy: Resistance to necrotic damage.
- Command Undead: Control an undead creature.
- Improved Minor Illusion: Can create both sound and image.
- Malleable Illusions: Change your illusion each turn.
- Illusory Self: Create a duplicate that takes one hit.
- Illusory Reality: Make an illusion real for a short duration.
- Minor Alchemy: Change material of an object.
- Transmuter's Stone: Create a stone that grants darkvision, speed, or saving throw proficiency.
- Shapechanger: Polymorph yourself into a wolf (temporary).
- Master Transmuter: Gain ability like restore youth, resistance, or teleport.
- Fire Bolt, Magic Missile, Shield, Misty Step, Counterspell, Fireball, Lightning Bolt, Wall of Force, Disintegrate, Globe of Invulnerability.
- Ability Score Improvement (ASI): +2 to one ability or +1 to two.
- Alert: +5 initiative, cannot be surprised.
- Athlete: +1 Str/Dex, improved climbing/jumping, stand up with less movement.
- Actor: +1 Cha, advantage on Deception and Performance.
- Crossbow Expert: Ignore loading, no penalty when in melee, extra bonus action attack.
- Defensive Duelist: + proficiency to AC as reaction when wielding finesse weapon.
- Dual Wielder: +1 AC when dual wielding, can use two non-light weapons.
- Elemental Adept: Spells ignore resistance to chosen element, treat 1 as 2.
- Great Weapon Master: -5 attack roll, +10 damage; or on crit/kill can make bonus action attack.
- Heavily Armoured: Gain heavy armor proficiency and +1 Str.
- Heavy Armor Master: Reduce non-magical bludgeoning/piercing/slashing damage by 3.
- Inspiring Leader: Grant temp HP to allies (Cha mod + level) after short rest.
- Keen Mind: +1 Int, perfect recall, always know direction.
- Lightly Armoured: +1 Dex, gain light armor proficiency.
- Lucky: 3 luck points per long rest to reroll attacks, checks, or saves.
- Mage Slayer: Advantage on saves vs spells from adjacent enemy; reaction attack when they cast.
- Magic Initiate: Learn two cantrips and one level 1 spell from chosen class.
- Martial Adept: One superiority die and two maneuvers (if no Battle Master).
- Medium Armour Master: Increase AC bonus from medium armor, no stealth penalty.
- Mobile: +3m speed, ignore difficult terrain after dashing, no opportunity attacks after melee.
- Moderately Armoured: +1 Str/Dex, gain medium armor and shield proficiency.
- Mounted Combatant: Advantage vs unmounted targets, force attacks to mount, protect mount.
- Observant: +1 Int/Wis, +5 passive perception, lip-read.
- Polearm Master: Opportunity attacks when enemy enters range; extra clubbing attack.
- Resilient: +1 to one ability, proficiency in saves of that ability.
- Ritual Caster: Learn ritual spells from any class and cast as rituals.
- Savage Attacker: When rolling weapon damage dice, roll twice and take higher.
- Sentinel: Opportunity attacks reduce speed to 0; can combo with Polearm Master.
- Sharpshooter: -5 attack, +10 damage; ignore half and three-quarters cover; no long range penalty.
- Shield Master: Add shield AC to Dex saves; take no damage on success; shove as bonus action.
- Skilled: Gain proficiency in three skills.
- Spell Sniper: Learn a cantrip; crit range for attack spells expands to 19-20.
- Tough: +2 HP per level.
- War Caster: Advantage on concentration saves; can cast spells as opportunity attacks.
- Weapon Master: +1 Str/Dex, proficiency in four weapons.
- Drow: Superior Darkvision, Fey Ancestry (advantage vs charmed), Drow Magic (Dancing Lights, Faerie Fire, Darkness).
- Half-Elf: Civil Militia (weapon and light armor proficiencies), Darkvision.
- Human: +1 to all abilities.
- **G
Subclasses
#### Berserker
#### Wildheart (Totem Warrior)
#### Wild Magic
Recommended Combo
Pair Barbarian with a Fighter or Paladin for frontline synergy. Use Reckless Attack (always advantage, but enemies get advantage against you) to trigger critical hits with Great Weapon Master feat.
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Bard
Core Skills
Subclasses
#### College of Lore
#### College of Valor
#### College of Swords
Key Spells
Recommended Build
Lore Bard with high Charisma, heavy focus on control spells and Cutting Words. Multiclass with Paladin for Sword Bard smite hybrid, or with Warlock for Eldritch Blast synergy.
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Cleric
Core Skills
Subclasses
#### Life Domain
#### Light Domain
#### Trickery Domain
#### War Domain
#### Knowledge Domain (Added in Patch 8 – not yet standard, but included for completeness)
Key Spells
Recommended Build
Light Cleric for high damage and support; Life Cleric for dedicated healer. Use Warding Flare strategically. Multiclass with Sorcerer for twinned spell heals.
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Druid
Core Skills
Subclasses
#### Circle of the Land
#### Circle of the Moon
#### Circle of Spores
Key Spells
Recommended Build
Moon Druid for tanking and shapeshifting; Land Druid for caster/support. Use Conjure Animals to overwhelm action economy. Spores Druid works well with melee or summoner playstyle.
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Fighter
Core Skills
Subclasses
#### Battle Master
- Menacing Attack: Add dice to damage and frighten target.
- Trip Attack: Add dice and knock prone.
- Disarming Attack: Add dice and disarm weapon.
- Precision Attack: Add dice to improve attack roll.
- Riposte: When enemy misses you, use reaction to attack back.
#### Champion
#### Eldritch Knight
Recommended Build
Battle Master with Great Weapon Master and Sentinel feat for control. Champion with Dueling style for high crit chance. Eldritch Knight for hybrid tank/caster.
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Monk
Core Skills
Subclasses
#### Way of the Open Hand
#### Way of Shadow
#### Way of the Four Elements
Recommended Build
Open Hand Monk for control and damage; use Tavern Brawler feat to add Strength to unarmed attacks (if high Str). Shadow Monk for stealth/assassin multiclass. Use Step of the Wind to reposition.
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Paladin
Core Skills
Subclasses
#### Oath of Devotion
#### Oath of the Ancients
#### Oath of Vengeance
#### Oathbreaker (Unlockable)
Key Spells
Recommended Combos
Smite with Great Weapon Master feat for massive crits. Use Vow of Enmity to guarantee advantage. Multiclass with Warlock for pact magic slots for more smites, or Sorcerer for quickened spell + smite.
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Ranger
Core Skills
Subclasses
#### Hunter
#### Beast Master
#### Gloom Stalker
Key Spells
Recommended Build
Gloom Stalker with Sharpshooter feat for massive ranged damage. Multiclass with Rogue Assassin for auto-crit on surprise rounds. Use Hunter's Mark for sustained damage.
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Rogue
Core Skills
Subclasses
#### Thief
#### Assassin
#### Arcane Trickster
Key Skills & Combos
Use Stealth and Cunning Action: Hide to gain Sneak Attack repeatedly. Pair Assassin with Gloom Stalker Ranger for alpha strike. Use Two-Weapon Fighting (or Dual Wielder feat) for extra chance to land Sneak Attack.
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Sorcerer
Core Skills
- Twinned Spell: Target two creatures with a single-target spell (costs sorc points equal to spell level).
- Quickened Spell: Cast a spell as a bonus action (costs 2 points).
- Distant Spell: Double range; touch spells become 30 ft.
- Heightened Spell: Target has disadvantage on first save (costs 3 points).
- Extended Spell: Double duration (costs 1 point).
- Subtle Spell: Cast without verbal/somatic components (not available in BG3 base game? It is via mods).
Subclasses
#### Draconic Bloodline
#### Wild Magic
#### Storm Sorcery
Key Spells
Recommended Build
Use Twinned Spell with Haste on two martial allies. Quickened Spell + Fireball for action economy. Draconic Sorcerer (fire) with Elemental Adept feat to ignore resistance.
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Warlock
Core Skills
- Agonizing Blast: Add Charisma mod to Eldritch Blast damage.
- Repelling Blast: Push target 3m per Eldritch Blast hit.
- Devil's Sight: See in magical darkness.
- Misty Visions: Cast Silent Image at will.
- Lifedrinker: Add Charisma mod to pact weapon damage (requires level 12).
Subclasses (Pact Boons)
#### The Fiend
#### The Great Old One
#### The Archfey
Pact Boon Choices (level 3)
Key Spells
Recommended Build
Bladelock with Pact of the Blade and Lifedrinker for melee. TomeLock for utility, Chainlock for scouting. Use Devil's Sight + Darkness to give yourself advantage and enemies disadvantage. Multiclass with Paladin for smite synergy.
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Wizard
Core Skills
Subclasses
#### Evocation
#### Abjuration
#### Conjuration
#### Divination
#### Enchantment
#### Necromancy
#### Illusion
#### Transmutation
Key Spells
Recommended Build
Evocation Wizard with Sculpt Spells for AoE without friendly fire. Divination Wizard for control and portent dice. Use Arcane Recovery to refresh high-level slots.
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Feats (General Skills)
Feats are special talents gained at levels 4, 8, 12 (for most classes) or from human variant at level 1. Notable feats for skill synergy:
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Racial & Background Skills
Racial traits also provide unique abilities that act as skills: