Baldur's Gate 3 - Classes

The twelve playable classes of Baldur's Gate 3, each built on the Dungeons & Dragons 5th Edition chassis and expanded with three or more subclasses. Every class levels from 1 to 12, picks a subclass at level 3 (Cleric, Sorcerer and Warlock choose theirs at level 1), and splits its kit between base c...
of 12 entries · updated 2026-09-15
Name Type Description Role Hit Die Primary Ability Abilities Weapon Proficiencies Subclasses Source
Barbarian Class The Barbarian trades armour for raw toughness: Rage adds flat damage to melee attacks while halving incoming physical damage, and Unarmoured Defence turns Constitution and Dexterity into an armour class. Frontline Damage Dealer / Damage Sponge d12 Strength Rage (bonus action, extra melee damage and physical resistance) Reckless Attack (advantage on Strength attacks, enemies gain advantage on you) Unarmoured Defence (AC from Dexterity and Constitution) Danger Sense (advantage on Dexterity saves against visible effects) Extra Attack at level 5, Fast Movement, Feral Instinct, Relentless Rage Simple Weapons Martial Weapons Light Armour Medium Armour Shields Path of the Berserker Path of the Wildheart Path of Wild Magic Starting class; any companion can be respecced into it by Withers
Bard Class The Bard is the game's most versatile class: full spellcasting on Charisma, Bardic Inspiration to hand allies a bonus die on any attack, check or save, Expertise in four skills and Jack of All Trades for everything else. Support Caster / Skill Monkey / Face d8 Charisma Bardic Inspiration (bonus die to allies, short-rest recharge) Spellcasting (Charisma, full caster progression) Expertise in four skills, Jack of All Trades Song of Rest (extra healing on short rest) Magical Secrets at level 10, Countercharm, Font of Inspiration Simple Weapons Hand Crossbows Longswords Rapiers Shortswords Light Armour College of Lore College of Valour College of Swords Starting class; only class with access to Magical Secrets spell theft
Cleric Class Clerics pick their domain at level 1, and that choice defines the entire character: a Life Cleric is the best healer in the game, a Light Cleric is a fire-and-radiance blaster, a Tempest or War Cleric fights in heavy armour, and a Trickery Cleric brings stealth and illusion. Divine Caster / Healer / Frontline Support d8 Wisdom Divine Domain (chosen at level 1, grants bonus spells and features) Channel Divinity (Turn Undead plus domain channel options, short-rest recharge) Spellcasting (Wisdom, prepares from the full Cleric list) Destroy Undead, Blessed Strikes, Divine Intervention Simple Weapons Light Armour Medium Armour Shields (domain dependent, War and Tempest add Martial Weapons) Life Domain Light Domain Trickery Domain Knowledge Domain Nature Domain Tempest Domain War Domain Death Domain Starting class; Shadowheart is the game's default Cleric (Trickery Domain)
Druid Class Druids are the most self-sufficient class in the game: Wild Shape turns them into a wolf, bear, spider, owlbear or elemental with its own hit point pool, and when that form drops the Druid is still a full Wisdom caster standing behind it. Shapeshifter / Area Caster / Off-Healer d8 Wisdom Wild Shape (twice per short rest, form-specific hit points and attacks) Spellcasting (Wisdom, full caster with concentration control spells) Druid Circle features at level 2, 6, 10 Timeless Body, Beast Spells, Archdruid Clubs Daggers Javelins Maces Quarterstaves Scimitars Sickles Spears Light and Medium Armour Shields Circle of the Land Circle of the Moon Circle of the Spores Starting class; Halsin and Jaheira are the game's Druid companions
Fighter Class The Fighter is the most consistent damage class in Baldur's Gate 3 because Action Surge simply gives a second full action, and three attacks per turn arrive by level 11 with no resource cost. Weapon Master / Sustained Damage d10 Strength or Dexterity Action Surge (extra action once per short rest) Second Wind (bonus-action self heal) Fighting Style, Extra Attack (three attacks at level 11) Indomitable, Martial Versatility Simple and Martial Weapons All Armour Shields Champion Battle Master Eldritch Knight Starting class; Lae'zel begins as a Fighter
Monk Class Monks fight unarmoured and unarmed, and everything they do runs on Ki: Flurry of Blows adds two extra strikes, Patient Defence makes them untouchable, and Step of the Wind turns movement into a teleport-length dash. Mobile Striker / Stun Controller d8 Dexterity and Wisdom Martial Arts (Dexterity-based unarmed strikes, bonus-action attack) Ki points for Flurry of Blows, Patient Defence and Step of the Wind Stunning Strike (Constitution save or lose a turn) Unarmoured Defence and Movement, Evasion, Purity of Body, Ki-Empowered Strikes Simple Weapons Shortswords Monk Weapons (unarmed strikes scale with level) Way of the Open Hand Way of Shadow Way of the Four Elements Starting class; best paired with a party member who can exploit stunned targets
Paladin Class Paladins combine heavy armour, a full martial kit and half-caster spell slots, then convert those slots into Divine Smite for the largest single-hit damage in the game. Hybrid Tank / Burst Damage / Support d10 Strength and Charisma Divine Smite (spend spell slots for radiant burst damage) Lay on Hands (healing pool, cures poison and disease) Aura of Protection (Charisma bonus to nearby allies' saves) Extra Attack, Channel Oath abilities, Improved Divine Smite Simple and Martial Weapons All Armour Shields Oath of Devotion Oath of the Ancients Oath of Vengeance Oathbreaker Starting class; Minthara is a Paladin (Oath of Vengeance)
Ranger Class Rangers are the game's dedicated archers, with Archery or Two-Weapon Fighting styles, Hunter's Mark for extra damage on every hit, and Favoured Enemy plus Natural Explorer for out-of-combat utility. Ranged Damage / Scout / Beast Handler d10 Dexterity and Wisdom Hunter's Mark (concentration, extra damage per hit) Favoured Enemy and Natural Explorer Fighting Style, Extra Attack, Land's Stride Multiattack (Volley / Whirlwind Attack) at level 11 Simple and Martial Weapons Light and Medium Armour Shields Hunter Beast Master Gloom Stalker Starting class; Minsc is a Ranger (Hunter)
Rogue Class Rogues live on Sneak Attack, which adds scaling d6 damage whenever the Rogue has advantage or an ally is adjacent to the target, and on Cunning Action, which makes Hide, Dash and Disengage bonus actions. Stealth Damage / Skills / Lockpicker d8 Dexterity Sneak Attack (scaling extra damage with advantage or an adjacent ally) Cunning Action (Hide, Dash, Disengage as bonus actions) Expertise, Evasion, Uncanny Dodge, Reliable Talent Uncanny Dodge and Slippery Mind at higher levels Simple Weapons Hand Crossbows Longswords Rapiers Shortswords Light Armour Thief Assassin Arcane Trickster Starting class; Astarion begins as a Rogue (Arcane Trickster path available at level 3)
Sorcerer Class Sorcerers cast from Charisma with a smaller spell list than Wizards but far more flexibility, because Sorcery Points buy Metamagic: Twinned Spell doubles a single-target spell, Quickened Spell turns a full spell into a bonus action, and Heightened Spell forces disadvantage on the save. Burst Caster / Metamagic Controller d6 Charisma Metamagic (Twinned, Quickened, Heightened, Careful, Distant and Subtle Spell) Sorcery Points (convert to spell slots or Metamagic) Draconic Resilience or Wild Magic Surge (subclass dependent) Font of Magic, Sorcerous Restoration Daggers Quarterstaves Light Crossbows Draconic Bloodline Wild Magic Storm Sorcery Starting class; the highest single-target spell damage ceiling in the game
Warlock Class Warlocks get very few spell slots but recover them on a short rest, and Eldritch Blast plus Agonising Blast and Repelling Blast makes the class the most reliable at-will damage in Baldur's Gate 3. Pact Caster / Sustained Ranged Damage d8 Charisma Eldritch Blast with Agonising and Repelling Blast invocations Pact Magic (few slots, short-rest recharge) Eldritch Invocations (Devil's Sight, Repelling Blast, Pact of the Blade and more) Dark One's Blessing / Fey Presence / Awakened Mind (patron dependent) Mystic Arcanum at level 11 Simple Weapons Light Armour The Fiend The Great Old One The Archfey Starting class; Wyll is the game's default Warlock (The Fiend)
Wizard Class Wizards have the largest spell list in the game and the unique ability to scribe any scroll they find into their spellbook, which makes loot directly translate into power. Utility Caster / Area Damage / Control d6 Intelligence Spellbook and scroll scribing (learn any spell scroll found) Arcane Recovery (recover spell slots on a short rest) Arcane Tradition features at levels 2, 6, 10, 14 Spell Mastery and Signature Spells at high level Ritual casting for utility spells without spending slots Daggers Quarterstaves Light Crossbows School of Evocation School of Abjuration School of Divination School of Illusion School of Necromancy School of Conjuration School of Enchantment School of Transmutation Starting class; Gale begins as a Wizard (Evocation path recommended)
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