Best Baldur’s Gate 3 Classes in 2024 [BG3 Class Tier List]
In this article, we will discuss Best Baldur’s Gate 3 classes. A rach class, including rangers, wizards, and warriors, brings special skills, unique abilities, and subclasses to the table. So, to find out more about the best class, keep reading the full article.
What are Baldur’s Gate 3 Classes
Different Classes are available in Baldur’s Gate 3 Classes, determining characters’ playstyles and special skills. Each class has specialized subclasses. There are fighters, wizards, rangers, and other options. Ability Score Points linked to Races in Early Access are deleted and linked to specific Classes in the full release of the game.
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While not all Classes are in Baldur’s Gate 3 classes Early Access, they will be in the full-release finished product. There is no multiclassing in Early Access. The choice of a player’s initial class also has a big impact on the long rest or short rest of their character’s features, play style unmatched skill used, Eldritch Knight, unique wild magic abilities unmatched skill used, gameplay and party dynamics, giving them a rich and engaging role-playing experience.
Baldur’s Gate 3 Classes Tier list [BG3 Class Tier List]
Tier | Classes |
---|---|
S Tier | Bard, Cleric, Paladin, Sorcerer |
A Tier | Fighter, Ranger, Rogue, Warlock, Wizard |
B Tier | Monk, Barbarian |
Best Baldur’s Gate 3 Classes in 2024
Through Baldur’s Gate 3, set off on an exciting journey! Our initial class tier list evaluates all the top Baldur’s Gate 3 classes and top Baldur’s Gate 3 classes for 2024 by evaluating each one’s damage output, extra attack amount, resilience, practicality, play style, and adaptability.
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Learn about the various classes, from powerful spellcasters to melee warriors, and make a sensible choice for your play style. Come along on this combat wild shape ability magic incredible journey as we reveal all the classes and top Baldur’s Gate 3 classes for 2024
Best Baldur's Gate 3 Classes |
---|
Ranger |
Bard |
Barbarian |
Rogue |
Cleric |
Monk |
Druid |
Sorcerer |
Wizard |
Paladin |
Fighter |
Warlock |
Ranger
In Baldur’s Gate 3, rangers are expert scouts who have a deep connection with supernatural abilities, and they have a strong bond with wizard wizard masters and a deep connection with the natural world. They pick a favorite foe for special benefits and spells. They can either be melee attacks with a beast master companion or elemental defenses with the beast master.
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With skills like Giant Killer, Horde Breaker, and Colossus Slayer, the Hunter subclass specializes in taking down animals. Rangers develop various skills combining ancient spells with their unique abilities, long rest, and wild magic abilities and defenses. Favored Prey enemies hold special benefits. They enthrall adventurers in Baldur’s Gate 3’s magical realm because they are adaptable and powerful.
Pros:
- Exceptional scouts and trackers.
- Favored prey Enemy bestows special benefits and spells.
Cons:
- Compared to full spellcasters, limited spellcasters.
- Little usefulness outside of preferred areas.
Class feature | Value or Skill |
---|---|
Maximum HP gained per level | 11 |
Ability check proficiencies | Stealth, Nature, Religion, Insight, Perception, and Survival |
Saving Throw proficiencies | Strength and Dexterity |
Armour proficiencies | Light and Medium Armour, Shield |
Weapon proficiencies | Simple weapon and Martial weapon |
Class Action – Favoured Enemy | Bounty Hunter – Investigation proficiency |
Class Action – Favoured Enemy | Bounty Hunter – Investigation proficiency Keeper of the Veil – Protection from Evil and Good level 1 spell and Arcana proficiency Mage Breaker – True Strike cantrip and Arcana proficiency Ranger Knight – History ability skill proficiency and heavy armour proficiency Sanctified Stalker – Religion proficiency and Sacred Flame cantrip |
Class Action – Natural Explorer | Beast Tamer – Find Familiar level 1 spell Urban Tracker – Sleight of Hand proficiency and Disguise Kits/ Thieves’ Tools Wasteland Wanderer: Cold/Fire/Poison resistance |
Bard
In Baldur’s Gate 3, bards are adaptable support class members who May motivate allies through speech and music. They are skilled in a number of different skills, including Trickery Domain and saving throws. They use musical instruments and wear armor, light armor, and straightforward martial weapons only.
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A benefit to allies’ rolls is available from bards, known as Bardic Inspiration. Cantrips and level-one spells are options available to them. Subclasses like the College of Lore (knowledge and penalties to enemies) and the College of Valour (martial weapons two-weapon fighting style) offer a variety of playstyles. In melee fighting, the College of Swords is an expert.
Pros:
- Bards are versatile class and skilled in combat and support duties, making them vital members of any party.
- They have a special class characteristic that offers bonuses to allies, increasing their chances of success in various circumstances.
Cons:
- Due to their limited ability to wear heavy armor, bards are more susceptible to injury in close-quarters battle.
- Spellcasting depends on a finite number of slots, necessitating careful resource management during lengthy adventures.
Class feature | Value or Skill |
---|---|
Maximum HP gained per level | 9 |
Ability check proficiencies | Religion, Insight, Perception, Deception, Performance, and Persuasion |
Saving Throw proficiencies | Dexterity and Charisma |
Armour proficiencies | Light Armour |
Weapon proficiencies | Simple weapon, Hand Crossbow, Longsword, Rapier, Shortsword and Musical Instrument |
Class Action – Bardic Inspiration | Inspire an ally with your performance as a Bonus Action. They can add a +1D6 bonus to their next attack roll, Ability Check, or Saving Throw. The effect lasts 18 minutes and the action recharges after a long rest. |
Two cantrips of your choice | Vicious Mockery, Blade Ward, Mage Hand, True Strike, Friends, Dancing Lights, Light, and Minor Illusion |
Four level one spells of your choice | Speak with Animals, Animal Friendship, Bane, Charm Person, Dissonant Whispers, Heroism, Tasha’s Hideous Laughter, Sleep, Cure Wounds, Faerie Fire, Healing Word, Thunderwave, Disguise Self, Feather Fall, and Longstrider |
Barbarian
Barbarians are a melee fighting class Draconic bloodline that excels thanks to their superior strength, damage output and hit points. Their “Rage” talent gives them more strength, knowledge Domain, and fortitude not all classes. They lack spellcasting but are easy to play, making them a threat early and late in the game. They suffer in ranged combat, though, so restraint is essential. A fascinating option for those looking for a brave, long rest combative playstyle.
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Pros:
- Exceptional melee damage output with the “Rage” ability.
- Draconic Bloodline, has high hit points and gains resistance to injury for enhanced toughness.
Cons:
- limited possibilities for using ranged weapons.
- The utility outside of combat is reduced by the inability to cast spells.
Class feature | Value or Skill |
---|---|
Maximum HP gained per level | 14 |
Ability check proficiencies | Athletics, Religion, Insight, Perception and Intimidation |
Saving Throw proficiencies | Strength and Constitution |
Armour proficiencies | Light and Medium Armour, Shield |
Weapon proficiencies | Simple weapon and Martial weapon |
Class Action – Rage | Usable as a Bonus Action. While raging, deal two extra damage with melee, improvised weapons, and throwing objects. Gain resistance to physical damage and Advantage on Strength checks and Saving Throws. Rage ends before ten turns pass if you haven’t attacked a creature or taken damage. |
Class Action – Unarmoured defence | While not wearing armour, add a Constitution modifier to your Armour Class. Wearing heavy armour impedes your Rage. |
Rogue
The gloom stalker Rogue constitution intelligence is a sneaky and adaptable class that excels in Sneak Attacks and quick movements with Dash. Their best class, the Arcane Trickster subclass, possesses an incomparably versatile character’s features, invisible Mage Hand. Rogue’s versatility lets them use light armor and a range of weaponry; they rely on a short rest and are skilled at acrobatics, sleight of the nature magic hand, sneak attack, and stealth.
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While Assassins Arcane Tricksters are skilled at sneak attacks and surprise attacks and gain proficiency resistance to damage, subclasses like Thief earn extra actions and resistance to falling damage.
Pros:
- Rogue’s versatility lets deadly accuracy, refresh on short rest, and sneak attacks deliver more damage when used with close allies or enemies.
- Gloom Stalker Rogue constitution intelligence has the capacity to quadruple movement speed, enabling strategic positioning and quick escapes. They are Arcane Tricksters, skilled at sneak attacks.
Cons:
- Compared to other classes, they have relatively few hit points, which makes them more vulnerable to harm in battle.
- Restricted to light armor, which offers less defense against more powerful blows.
Class feature | Value or Skill |
---|---|
Maximum HP gained per level | 10 |
Ability check proficiencies | Acrobatics, Sleight of Hand, Stealth, Religion, Insight, Perception, and Deception |
Saving Throw proficiencies | Dexterity and Intelligence |
Armour proficiencies | Light Armour |
Weapon proficiencies | Simple weapon, Hand Crossbow, Longsword, Rapier, and Shortsword |
Class Action – Sneak Attack (Melee or Ranged) | As an Action, deal weapon damage +1D6 Slashing damage against a foe you have an Advantage against. You can also use this attack if you have an ally within 1.5 metres of the target and you don’t have a Disadvantage. |
Cunning Action – Dash | Double your Movement Speed for the current turn. |
Cleric
In Baldur’s Gate 3, clerics use potent wielding weapon proficiencies and divine unique magic to symbolize the gods. They choose a deity that grants them special skills and tasks. They are better at spells than in-person fighting.
Gain proficiency in perception, wizard wisdom, knowledge, life, light domain, insight, medicine, healing word nature, magic, history, and religion. Able to use shields, wear light and medium armor, and handle simple weapons. Selune, Shar, Eilistraee, and other deities are among them.
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Guidance, Light, Resistance, Sacred Flame, and Thaumaturgy are all cantrips. Prepare level-one spells like Guiding Bolt and Cure Wounds. Subclasses include Light Trickery Domain (Warding Flare, Burning Hands), Life Domain Cleric (heavy and medium armor, healing word bonuses), Knowledge Domain, Life Domain, Light Domain, and others.
Pros:
- Life Domain, spellcasting versatility with early access to various heavenly wild magic.
- Can select a deity for special skills and tasks, giving roleplaying more depth.
Cons:
- Limited proficiency in physical fighting compared to other classes and limited melee combat abilities.
- Spellcasting sometimes needs preparation, which can restrict immediate adaptation in some circumstances.
Class feature | Value or Skill |
---|---|
Maximum HP gained per level | 9 (+1 for Trickery Domain) |
Ability check proficiencies | History, Religion, Insight, Medicine, Perception |
Saving Throw proficiencies | Wisdom and Charisma |
Armour proficiencies | Light and Medium Armour, Shield |
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 |
Three cantrips of your choice | Guidance, Light, Resistance, Sacred Flame, and Thaumaturgy |
Prepare three of these level one spells (all are learned) | Bane, Bless, Command (Halt), Create or Destroy Water, Cure Wounds, Guiding Bolt, Healing Word, Inflict Wounds, Protection from Evil and Good, and Shield of Faith |
Monk
In Baldur’s Gate 3, the Monk class mixes quick unarmed combat with ki-powered spiritual abilities. They are adaptable and flexible, excelling in avoiding strikes, disorienting adversaries, and moving around the battlefield. However, compared to classes with thick armor, they might deal less damage and have fewer hit points. The class balance in the game can vary since it is still in early access.
Pros:
- Due to their reliance on unarmed strikes and swift movements, monks are agile and difficult to hit.
- They can unleash formidable and devastating blows, deflect magic missiles, and early access special elemental techniques thanks to their ki-powered abilities.
Cons:
- Monks May be less capable of dealing damage than characters who wear heavy armor, especially when using strong weapons.
- Due to their typically lower hit points, they must rely on evasion to survive.
Class feature | Value or Skill |
---|---|
Maximum HP gained per level | 8 |
Ability check proficiencies | Acrobatics, Athletics, History, Insight, Religion, Stealth |
Saving Throw proficiencies | Strength and Dexterity |
Armour proficiencies | None |
Weapon proficiencies | Simple weapons and shortswords |
Class Feature – Unarmoured Defense | While not wearing armour, you add your Constitution modifier to your armour class |
Class Feature – Ki | Ki is the magic that flows through all living beings. You can use it to exceed your body‘s physical capabilities. Think of them as charges for Monk-specific attacks like Flurry of Blows (punch twice in quick succession.) |
Class Feature – Martial Arts | Pick from Dextrous attacks (Attacks with Monk Weapons and unarmed attacks scale with your Dexterity instead), Deft Strikes (higher their minimum damage with Monk Weapons or unarmed), and Bonus Unarmed Strike (extra unarmed or Monk Weapon attack) |
Druid
Druids are nature-based spellcasters with the Wild magic bard wild Shape ability to transform into the wild shapes of various animals. Refilling spell slots with wild shapes is a feature of the Circle of the Land subclass. While Circle of the Spores exploits sickness and fungus-related powers, Circle of the Moon concentrates on fighting wild shape-shifting.
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They are skilled with various weapons, light, and heavy armor wearing armor proficiency and light domain medium and heavy armor proficiency wearing armor, shields, and spells, and they excel at casting varied spells.
Pros:
- Druids can cast various spells for offense, defense, and utility, making them versatile in various circumstances.
- The ability to change into an animal gives the user more options for fighting, stealth, and exploration.
Cons:
- Druids only have access to light and medium armor, which May leave them less protected in severe combat situations.
- Druids’ damage in animal form May not match that of classes specializing in melee combat, such as fighters or barbarians.
Class feature | Value or Skill |
---|---|
Maximum HP gained per level | 9 |
Ability check proficiencies | Nature, Religion, Animal Handling, Insight, and Perception |
Saving Throw proficiencies | Intelligence and Wisdom |
Armour proficiencies | Light and Medium Armour, Shield |
Weapon proficiencies | Club, Dagger, Javelin, Mace, Quarterstaff, Scimitar, Sickle, and Spear |
Two cantrips of your choice | Guidance, Poison Spray, Produce Flame, Resistance, Shillelagh, and Thorn Whip |
Prepare three of these level one spells (all are learned) | these level one spells (all are learned) Animal Friendship, Charm Person, Create or Destroy Water, Cure Wounds, Entangle, Faerie Fire, Fog Cloud, Goodberry, Healing Word, Jump, Longstrider, Speak with Animals, and Thunderwave |
Sorcerer
In Baldur’s Gate 3, sorcerers are adept spellcasters with potent elemental spells. Subclasses include Draconic Bloodline (elemental abilities) and Wild Nature’s unique Magic (random surges). Storm Sorcery paladin delivers additional damage and flight. They have level-one natural spellcasters like Sleep and Chromatic Orb and cantrips like Fire Bolt.
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Elemental resistance and abilities like Grease (Acid) and Burning Hands (Fire) are granted by the draconic bloodline.
Pros:
- Natural spellcasters who possess wild magic inborn.
- Access to potent elemental cantrips and spells.
Cons:
- Surges of wild magic bard can be unpredictable and sometimes dangerous.
- Limited combat skills and heavy armor proficiency.
Class feature | Value or Skill |
---|---|
Maximum HP gained per level | 8 if Wild Magic, 9 if Draconic Bloodline |
Ability check proficiencies | Arcana, Religion, Insight, Perception, and Persuasion |
Saving Throw proficiencies | Constitution and Charisma |
Armour proficiencies | Light and Medium Armour, Shield |
Weapon proficiencies | Dagger, Quarterstaff, and Light Crossbow |
Four cantrips of your choice | Blade Ward, Acid Splash, Mage Hand, Poison Spray, True Strike, Friends, Dancing Lights, Fire Bolt, Light, Ray of Frost, Shocking Grasp, Minor Illusion, and Chill Touch. |
Two level one spells of your choice | Chromatic Orb, Fog Cloud, Charm Person, Sleep, Burning Hands, Magic Missile, Mage Armour, Thunderwave, Witch Bolt, Colour Spray, Disguise Self, False Life, Ray of Sickness, Expeditious Retreat, Feather Fall, and Jump. |
Wizard
The wizard in Baldur’s Gate 3 is a battle master of seven individual schools of arcane recovery magic. Their spells at level one are powerful, and subclasses increase versatility. Abjuration spells also lower the cost of learning and offer a shield. Evocation permits safe zones for allies and lowers the cost of spell slots.
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Wizard wizard masters have restricted armor and weapon proficiency, rely on intelligence and wisdom saving throws, and have cantrips wielding weapons like Acid Splash and Fire Bolt.
Pros:
- Wizards are battle masters at casting potent spells from a distance that damage adversaries terribly.
- Wizard wisdom is versatile because they have access to a wide variety of spells from seven different individual schools of magic and May adjust their play to fit different circumstances.
Cons:
- Wizards are fragile because they have few hit points and poor armor proficiency, which leaves them open to incoming physical blows.
- Wizards’ capacity to quickly adapt during combat is limited by the need to prepare spells in advance.
Class feature | Value or Skill |
---|---|
Maximum HP gained per level | 8 |
Ability check proficiencies | Arcana, History, Religion, Insight, and Perception |
Saving Throw proficiencies | Intelligence and Wisdom |
Armour proficiencies | None |
Weapon proficiencies | Dagger, Quarterstaff, and Light Crossbow |
Three cantrips of your choice | Acid Splash, Blade Ward, Chill Touch, Dancing Lights, Fire Bolt, Friends, Light, Mage Hand, Poison Spray, Ray of Frost, Shocking Grasp, and True Strike |
Six level 1 spells of your choice and prepare four level 1 spells from these | Burning Hands, Charm Person, Chromatic Orb, Colour Spray, Disguise Self, Expeditious Retreat, False Life, Feather Fall, Find Familiar, Fog Cloud, Grease, Tasha’s Hideous Laughter, Jump, Longstrider, Mage Armour, Magic Missile, Protection from Evil and Good, Ray of Sickness, Sleep, Thunderwave, and Witch Bolt |
Paladin
The hybrid fighters known as paladins in Baldur’s Gate 3 combine cleric and fighting skills. They aid their group while unleashing powerful attacks and wielding potent divine magic. To be the best class and avoid becoming an Oathbreaker Paladin, one must keep their Oath. Skills specific to all the classes, like Oath of Devotion, honing Ancient spells, and Vengeance, are available. Oathbreakers develop evil skills.
It costs 2000 gold for redemption. The healing ability “Lay on Hands” and “Divine magic” to identify enemies make paladins invaluable assets.
Pros:
- Combines martial weapon proficiencies and wields potent divine magic, effective at both offense and defense.
- Able to heal teammates using “Lay on Hands” and offer protective auras for the team.
Cons:
- Must uphold a certain Oath, limiting some playstyles and role-playing options.
- Wearing heavy armor can limit movement and increase the likelihood that certain attacks will hit the wearer.
Class feature | Value or Skill |
---|---|
Maximum HP gained per level | 10 |
Ability check proficiencies | Athletics, Religion, Insight, Perception and Intimidation |
Saving Throw proficiencies | Wisdom and Charisma |
Armour proficiencies | Light, Medium, and Heavy Armour, Shield |
Weapon proficiencies | Simple weapons and Martial Weapons |
Class Action – Lay on Hands | Use your blessed touch to heal a creature or cure it of all diseases and poisons. |
Class Action – Divine Sense | Gain an Advantage on Attack Rolls against celestials, fiends, and undead. |
Fighter
A battle master full of conflict, the Fighter in Baldur’s Gate 3 is adept with various weapon proficiencies and armor. They can use various other fighting style techniques, like dual wielding weapon proficiencies or archery, and some subclasses have access to spell casting.
Battle Master now has Superiority Dice, Eldritch Knight has level 1 spell slots, and the Champion is still a mystery. With 12 HP in each level, skill in Athletics, Religion, Insight, Perception, Intimidation, and saving throws for Strength and Constitution, the Fighter shines great weapon fighting here.
They are adept with shields, simple and martial weapons, and light, medium, and heavy armor.
Pros:
- Eldritch Knight, 1 spell slot, battle Master of fighting with unrivaled skill with weapon proficiencies and armor.
- Versatile fighting techniques like dual wielding weapons, archery, and others.
Cons:
- Having fewer spells available than full spellcasting classes.
- limited variety of applications outside of warfare.
Class feature | Value or Skill |
---|---|
Maximum HP gained per level | 12 |
Saving Throw proficiencies | Strength and Constitution |
Armour proficiencies | Light, Medium, and Heavy Armour, Shield |
Weapon proficiencies | Simple weapon and Martial weapon |
Fighting styles | Archery, Defence, Duelling, Great Weapon Fighting, Protection, or Two-Weapon Fighting |
Class Feature – Second Wind | Heal 1d10+1 damage by drawing on your stamina |
Warlock
Warlocks trade loyalty and form alliances with all-powerful patron strong patrons all-powerful patron in the world of Baldur’s Gate 3 and acquire special magical skills as a result. They use cantrips combining ancient spells with spell slots like Minor Illusion to change the way battles are fought.
Different spell-casting supernatural abilities are available from all the classes, including The Field, The Great Old One, and Archfey. Fey Presence, inherent magic possessed by Archfey Warlocks, can enchant or scare enemies within a 10-foot radius.
When hurt, they use Misty Escape to teleport and become invisible. Beguiling Defenses provide resistance to charms and the power to deflect charms back at other people.
Pros:
- Forge strong pacts with otherworldly patrons to obtain one-of-a-kind inherent magic talents.
- Cantrips with a wide range of uses, both in and outside combat, are called versatile cantrips.
Cons:
- There aren’t many spell slots, which reduces the number of powerful spell casting that can be used each day.
- Due to the restricted spell slots available, Eldritch Knight Blast dependence May become excessive.
Class feature | Value or Skill |
---|---|
Maximum HP gained per level | 10 |
Ability check proficiencies | Arcana, Religion, Insight, Perception, and Intimidation |
Saving Throw proficiencies | Wisdom and Charisma |
Armour proficiencies | Light Armour |
Weapon proficiencies | Simple weapon |
Two cantrips of your choice | Blade Ward, Chill Touch, Eldrich Blast, Friends, Mage Hand, Minor Illusion, Poison Spray, and True Strike |
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