All subclasses for every class of Baldur's Gate 3

All subclasses for every class of Baldur's Gate 3

When your characters reach level three in Baldur's Gate 3, they have the opportunity to learn a few additional skills for their particular archetype. Do you want your thief to become an expert thief, or can he engage in arcane magic to make his stealth and attacks much more brutal? Maybe your wizard prefers to rely on elemental magic? Even your cleric may choose to become a healer, or you might prefer him to learn more aggressive spells.



The choice is yours, but each of them becomes something different once they reach level three, although some of the more magical heavy classes, such as Warlock and Assistant, have made you choose your sub. -class much earlier.

Cleric - Domain of life, light or deception

The area of ​​the life of the cleric aims to make him a better healer. Those who choose to descend into the realm of life acquire the characteristic of a disciple of life. This means that every time the Cleric heals someone, he gives them two more regardless of the level of the healing spell he casts on the person. Basically you want to be a healing tank, the life area is the best choice. A cleric in the life realm can also wear heavy armor.

The Light Cleric is the most aggressive and aggressive fighter of the three choices. The Cleric of Life can use the hand scorching spells and the fairy fire, as well as the outgoing light at level one. They also have the subclass feature called Protection Rocket which shields them from divine light, allowing them in reaction to impose a disadvantage on a fighter, making it harder for their enemies to hit them. A light cleric becomes an expert at battling evil and undead creatures as they progress.



The final choice is the realm of deception. While the cleric is meant to be full of justice, a cleric in the realm of deception is more about causing chaos and mischief on the battlefield, potentially distracting opponents, and wreaking havoc. At the first level, the Cleric of Deception gains Person Charm and Disguise spells, and he also knows how to cast Trickster's Blessing as a spell at level one. For those who want a more underhanded party, a deception cleric can help ensure party members play their roles of hiding and stealth, potentially being a more illusion-based supporting character.

All areas of the cleric know how to bless and heal wounds at level one.

Fighter - Battlemaster or Eldritch Knight

The fighter is an expert in melee and ranged combat, and the Combat Master subclass doubles that idea. You choose three from four different passives that aid you in combat. The first is a threatening attack, which allows you to deal 1d8 cutting damage to an enemy on a successful hit, scaring an opponent. The next is a push attack, where you get 1d8 of slashing damage to potentially knock back the enemy. The third option is rallying, giving you the ability to empower a friendly target and give them eight additional health points. The last option is retaliation, where when you miss an enemy's melee attack, you can retaliate with 1d6 + 2 + 1d8 bludgeoning damage against them. Each of these abilities requires a superiority die to use, and you have four at level three.


The alternative is Eldritch Knight, who transforms the fighter into a magical fighter. They can choose from a range of small spells and level one spells. These spells vary in power and depending on which ones you prefer, you can further customize your fighter. They still remain a mighty fighter, but now they have the power of magic added to their arsenal.


Both choices gain the level one transmutation spell jump, allowing them to jump three times their traditional distance.

Ranger - Hunter or Beast Master

A ranger who chooses the Hunter subclass becomes a monster of a focused DPS character. They can choose from another type of prey and win and profit against them. They can be a Colossus Slayer where once per combat turn they gain an additional 1d8 when dealing damage to an enemy below their maximum health. The other choice is the Giant Slayer where they gain a reaction against a melee attack against any enemy designated as a "large" creature or greater than themselves. The final choice is the Horde Breaker, where they can target two creatures close to each other and attack them in quick succession.

The alternative is to become a master of the beasts. A Beastmaster Ranger gains the ability to summon a familiar to their side and use it as a familiar. A familiar is weaker than a traditional character and doesn't have as many stats or abilities, but they can be beneficial in a variety of situations. You can choose to summon a bear, crow, boar, spider, or wolf to your side. Each specializes in a specific situation, like the boar being able to rush into an area to take down enemies, while the wolf is stealthy and can knock an enemy down on the ground.


Thief - Trickster or Arcane Thief

The Thief is a nasty class to play, able to leap from the shadows to deal massive damage. As an Arcane Trickster, you gain the ability to learn a variety of spells that can further enhance your stealth, concealment, and distraction abilities. You learn two small spells of your choice, gain two 1st level spell slots and choose those spells, and you gain the Mage Hand Legerdemain, giving you additional options when you create a mage hand, and it can become invisible.


For those who prefer to stick to the basics and the straightforward nature of a thug, the Thief's Road is superb to take. You gain the Quick Hands feature, giving you the ability to perform an additional bonus action. The subclass also comes with the Second Floor Work feature, giving you drop resistance. As you progress, you learn other skills to be a thief and become a stealth master.

Warlock - The demon or the great

The warlock has made a deal with a powerful entity to obtain the use of his demonic magic. Business like this never goes well, but the warlock has made up his mind. The Fiend choice provides the user of Warlock magic with more demonic and harmful blessings. The main appeal of this subclass, when you first start it, is that whenever you reduce a character's health to zero, you gain the Blessing of the Dark One, which allows you to change your Charisma more. your level hit points, giving you temporary hit points. Most of the time your goal is to fight and kill lots of weaker enemies.

The other choice is to go with The Great One. At level one, you don't have any subclass features but have access to new spells. The first two, dissonant whispers and hideous tasha laugh, are available in character build at level one. Because of their power at this level, it helps to grab them and then choose the others your Eldritch being provides to you in the Far Realms world. This choice is mostly about weakening enemies, causing destructive chaos on the battlefield, and helping your allies take control of a situation. Eventually, you can even control enemies to accommodate your commands.

Assistant - School of Abjuration or School of Evocation

The sorcerer of the school of abjuration spends most of his time trying to ward off enemies and protect their allies. You get the subclass feature called Arcane Ward. Once per day, whenever you cast an Abjuration spell, you gain magical protection around you that lasts until your next long rest. Protection has three hit points and absorbs any damage you won't take, until it shatters. When it shatters, you take remaining damage from the attack that broke the spell. However, the protection remains intact and the magic remains on you. Whenever you cast an abjuration spell, protection returns and gains life based on double the level of the abjuration spell you performed. You can use this spell on other party members to protect them.

Alternatively, you can focus on more elemental damage and attacks as an assistant with the evocation school. This is a more aggressive choice where your subclass function allows so that your party members can cross safely and pass through elemental effects created by your magic, like creating a small fire or d 'a small area of ​​ice. Your party members and allies will also succeed on their saving throws when passing through these areas, and take no damage from these spells.



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