All playable Baldur’s Gate 3 classes

Information on the ten Baldur’s Gate 3 classes that you can play in Early Access Version, including Subclasses and Proficiencies.

What are the Baldur’s Gate 3 classes? Larian has introduced new Baldur’s Gate3 races and classes since its debut in Early Access. This includes fan favorites like the Bard. Baldur’s Gate 3 Early Access has over 25 hours of content. The scenarios play out differently depending on what choices you make when creating your character.

The Baldur’s Gate 3 classes draw heavily from Dungeons & Dragons 5e edition. However, some elements have been adapted for the game platform. Baldur’s gate 3 classes will be familiar to D&D players, which can make them a bit confusing for the rest of us. We’ve created a guide that will help you navigate each class in Baldur’s gate 3, using information from the D&D5e wiki.

Baldur’s Gate 3 classes

The Early Access build currently has ten Baldur’s Gate 3 classes. Each class comes with a few sub-classes that you can specialize in to diversify your character. Your main class chooses your subclass. Clerics select their subclass at level 1. Other classes will have to wait until they can specialize. These are the main Baldur’s Gate 3 classes:

  • Barbarian
  • Bard
  • Cleric
  • Druid
  • Fighter
  • Ranger
  • Rogue
  • Sorcerer
  • Warlock
  • Wizard

 

Barbarian

Subclasses

  • Berserker
  • Wildheart

Class features

  • Maximum HP attained per level– 14.
  • Ability Check proficiencies Athletics, Religions, Insights, Perceptions and Intimidation
  • Saving Throw proficiencies Strength and Constitution
  • Armour proficiencies Light and Medium
  • Shield proficiency
  • Weapon proficiencies Simple weapon and Martial weapon

Class actions

  • Rage is a bonus action. You can inflict two additional damage to melee, improvised and throwing objects while raging. Physical damage is also protected. You have Advantage on Strength checks, Saving Throws and resistance to physical damage. If you have not attacked any creature or taken damage in the last ten turns, Rage will end before that time.
  • Unarmoured defense – While you are not wearing armour, add the Constitution modifier to your AC. Heavy armour can impede your Rage.

 

Bard

Subclasses

  • College of Lore
  • College of Valour

Start instrument

  • Hand drum
  • Flute
  • Lute
  • Lyre
  • Violin

Class features

  • Maximum HP attained per level – 9
  • Ability checks– Religion and Insight.Perception, Deception, Performance and Persuasion.
  • Saving Throw proficiencies Dexterity, Charisma
  • Armour proficiencies – light
  • Weapon Proficiencies Simple weapon, Longsword Rapier, Rapier, Shortsword, and Musical Instrument

Class actions

  • Bardic Inspiration: Inspire an ally by your performance as a Bonus Activity. They can add a +6 bonus to their next attack roll or Ability Check. The effect lasts for 18 minutes, and the action recharges after a long break.

Cantrips and starting spells

  • You can choose from two cantrips: Vicious Mockery or BLade Ward, Mage Hand or True Strike.
  • Four level 1 spells of your choosing – Talk with Animals. Bane, Charm Person. Heroism. Sleep, Cure Wounds. Faerie Fire. Healing Word. Thunderwave. Disguise self. Feather Fall. Longstrider.

 

Cleric

Subclasses

  • Life Domain
  • Light Domain
  • Trickery Domain

Class features

  • Maximum HP per level-9 (10 if you choose Trickery Domain Subclass)
  • Ability checks– History and Insight into Medicine, Perception
  • Saving Throw proficiencies Wisdom and Charisma
  • Armour proficiencies Light and Medium
  • Shield proficiency
  • Weapon proficiencies – simple weapon
  • Deities – Selune, Shar, Eilistraee, Vlaakith, Laduguer, Lolth, Yondalla, Garl Glittergold, Corellon Larethian, Moradin, Bhaal, Kelemvor, Oghma, Mystra, Ilmater, Myrkul, Helm, Bane, Tyr, or Tempus

Cantrips and starting spells

  • You can choose from three cantrips: Light, Resistance, Guidance, Sacred Flame and Thaumaturgy
  • Learn three of the following level one spells (all are taught) – Bane, Bless (Halt), Create, Destroy, Cure Wounds or Guiding Bolt, Healing Wort, Inflict Wounds Protection from Evil and Good and Shield Of Faith

Subclass features and spells

  • Life domain, heavy armour proficiency. Disciple of Life (target gains additional HP equal 2 + spell level when you cast healing spells), Bless level 1 spell. Cure Wounds Level 1 spell. Always prepared.
  • Light Domain – Warding Flare (protect yourself with Divine light). You can use your reaction to impose disadvantage on an attacker, potentially making their attack miss.
  • Trickery domain Charm Person level 1 spell (always ready), Disguise self level 1 spell, and Blessing the Trickster (for an act, grant another creature Advantage in Stealth checks. Must be within melee range, and requires Concentration checks.

 

Druid

Subclasses

  • Circle of the Moon
  • Circle of the Land

Class features

  • Maximum HP attained per level_ 9
  • Check proficiencies Nature, Religion, Animal Handling. Insight and Perception
  • Saving Throw proficiencies Wisdom and Intelligence
  • Armour proficiencies Light and Medium
  • Shield proficiency
  • Weapon Proficiencies: Club, Dagger Javelin, Mace and Quarterstaff Scimitar, Sickle and Spear

Cantrips and starting spells

  • You can choose from Guidance, Poison Spray or Produce Flame. Resistance, Shillelagh and Thorn Whip are also available.
  • Learn three level one spells (all of them are taught) – Animal Friendship, Charm Person. Create or destroy water. Cure wounds. Entangle. Faerie Fire. Fog Cloud. Goodberry. Healing Word. Jump. Longstrider. Speak with animals.

 

Fighter

Subclasses

  • Battle Master
  • Eldritch Knight

Class features

  • Maximum HP attained per level-12
  • Check proficiencies Athletics, Religion and Perception
  • Saving Throw proficiencies Strength and Constitution
  • Armour Proficiencies Light, medium and heavy armour
  • Shield proficiency
  • Weapon proficiencies Simple weapon and Martial weapon
  • Fighting Styles – Protection, Defense, Duelling, Great Weapon Fighting and Protection or Two-Weapon Fighting

 

Ranger

Subclasses

  • Beast Master
  • Hunter

Class features

  • Maximum HP attained per level– 11.
  • Check proficiencies Stealth, Nature and Religion.
  • Saving Throw proficiencies Strength and Dexterity
  • Armour proficiencies Light and medium armour
  • Shield proficiency
  • Weapon proficiencies Simple weapon and Martial weapon

Favored Enemy

  • Bounty Hunter– Obtain Investigation proficiency
  • Keeper Of The Veil – Gain Protection from Evil and Good Level 1 spell and Arcana proficiency
  • Magebreaker – Gain True Strike cantrips and Arcana proficiency
  • Ranger Knight: Obtain History skill proficiency and heavy armor proficiency
  • Sanctified Staller – Learn Religion and take a Sacred Flame trip

Natural Explorer

  • Beast Tamer – gain Find Familiar level 1 spell
  • Urban Tracker– Learn Sleight of Hand and gain proficiency
  • Wasteland Wanderer: Cold
  • Wasteland Wanderer: Fire
  • Wasteland Wanderer: Poison

 

 

 

Rogue

Subclasses

  • Thief
  • Arcane Trickster

Class features

  • Maximum HP attained per level-10
  • Check proficiencies Acrobatics and Sleight Of Hand Stealth, Religion Stealth, Stealth, Stealth, Stealth, Stealth, Stealth, Stealth, Stealth and Perception
  • Saving Throw proficiencies Dexterity, Intelligence
  • Armour proficiencies – light armour
  • Weapon Proficiencies Simple weapon, Longsword Rapier, Rapier and Longsword.

Class Actions

  • Sneak attack (Melee). – deal weapon damage +1D6 to a foe against whom you have Advantage. This attack can be used if an ally is within 1.5m of the target, and you don’t have Disadvantage.
  • Sneak attack (Ranged). – deal weapon damage +1D6 to a foe against whom you have Advantage. This attack can be used if an ally is within 1.5m of the target, and you don’t have Disadvantage.

 

Sorcerer

Subclasses

  • Wild Magic
  • Draconic Bloodline

Class features

  • Maximum HP per level – 8 for Wild Magic, 9 for Draconic Bloodline
  • Check proficiencies Arcana Religion Insight Perception and Persuasion
  • Saving Throw proficiencies Constitution and Charisma
  • Weapon Proficiencies: Dagger, Quarterstaff and Light Crossbow

Cantrips and Spells

  • You can choose from four cantrips: Blade Ward, Acid Flash, Mage Hand and Poison Spray. True Strike, Friends, Dancing Lights. Fire Bolt. Ray of Frost. Minor Illusion.
  • Two level 1 spells of your choosing – Chrommatic Orb. Fog Cloud. Charm Person. Sleep. Burning Hands. Mage Armour. Thunderwave. Witch Bolt. Colour Spray. Disguise Self. Ray of Sickness. Expeditious Retreat. Feather Fall. and Jump.

Wild Magic Subclass features

  • Tides Of Chaos – activate this to gain Advantage on your next attack roll, Ability check, or Saving Throw. Wild Magic surges are more likely to occur afterward.
  • Wild Magic Wild magic is a result of the forces that create chaos. It is a churning, waiting for its masters to release it.

Draconic Family Subclass features

  • Draconic Ressilience – Hit Points – Your maximum HP is increased by 1 for every Sorcerer level
  • Draconic Ressilience – If you don’t wear armour, your base AC will be 13.

Draconic Ancestry Subclass Ancestor spells

Level 6 spells that cause damage to your ancestor’s element become more powerful and you are immune to its damage.

 

  • Red (Fire) – Burning Hands level 1 spell
  • Black (Acid – Grease Level 1 spell
  • Blue (Lightning) – Witch Bolt level 1 spell
  • White (Cold). – Armour Of Agathys level 1.
  • Green (Poison – Ray Of Sickness level 1) spell
  • Gold (Fire) – Disguise Self level 1 spell
  • Silver (Cold), – Feather fall level 1 spell
  • Bronze (Lightning) – Fog Cloud level 1 spell
  • Copper (Acid). – Tasha’s Hideous Laughter level 1.
  • Brass (Fire) – Sleep level 1 spell

 

Warlock

Subclasses

  • The Fiend
  • The Great Old One

Class features

  • Maximum HP attained per level-10
  • Check proficiencies Arcanas, Religion, Insights, Perceptions, and Intimidation
  • Saving Throw proficiencies Wisdom and Charisma
  • Armour proficiencies – light armour
  • Weapon proficiencies – simple weapon

Cantrips and Spells

  • You can choose from two cantrips: Blade Ward, Chill touch, Eldrich Blast Friends, Mage Hand Minor Illusion Poison Spray and True Strike

The Fiend subclass spells and features

  • Two level 1 spells of your choosing – Armour Of Agathys and Arms of Hadar.
  • Dark One’s Healing: This gift is granted by your patron when you reduce an enemy creature to zero HP. It also grants you 2+1 temporaryHP.

The Great Old One Subclass features and spells

  • Two level 1 spells of your choosing – Armour of Agathys Arms of Hadar Charm Person, Arms of Hadar Dissonant Whispers Hex, Tasha’s HIdeous laughter, Protection from Evil, Good and Witch Bolt

 

 

 

Wizard

Subclasses

  • Abjuration School
  • Evocation School

Class features

  • Maximum HP attained per level-8
  • Check proficiencies Arcana, History and Religion.
  • Saving Throw proficiencies Intelligence, Wisdom
  • Weapon Proficiencies: Dagger, Quarterstaff and Light Crossbow

Cantrips and Spells

  • Three cantrips of choice: Acid Splash. Blade Ward. Chill Touch. Dancing Lights. Fire Bolt. Friends. Light. Mage Hand. Poison Spray. Ray of Frost. Shocking Grassesp. True Strike.
  • Six level one spells of your choosing – Burning Hands. Charm Person. Chromatic Orb. Colour Spray. Disguise Self. Jump. Longstrider. Mage Armour. Magic Missile. Protection from Evil and Good. Ray of Sickness. Thunderwave. and Witch Bolt.
  • Create four level 1 spells using the spells chosen

 

 

This is all you need to know about the Baldur’s Gate 3 classes in the current Early Access build. You are now ready to explore the most important part of every RPG game, the character creator. For more inspiration, take a look at our collection of best Dungeons and Dragons Windows PC games.

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