Actions in Baldur's Gate 3 are certain moves your character can perform. Actions can be used in both exploration and combat to maneuver across the battlefield or to harm or aid Characters. The actions that a Character can perform are based on their Class and Equipment. Below you can find a list of all Actions in Baldur's Gate 3.
There are special types of Actions called Bonus Actions which can be performed on top of your normal Actions.
Action Resources
To perform Actions in Baldur's Gate 3, your character needs to spend the corresponding resources. All characters can perform at least one Action and a Bonus action per turn. Note that certain abilities, such as Action Surge, may grant you an extra action point.
Action is the primary resource players spend in order to attack or cast Spells. Certain Skills have specific action types assigned to them. Most of these resources replenish once the turn is over.
This is important information to be fully aware of during combat because It will help you plan your turns accordingly. Note that you don't necessarily have to spend both actions to end your turn.
For example: While playing as a Warlock, you move to a vantage point and cast Eldritch Blast on an Enemy. Doing so will spend your Action for this turn. Blocking you from performing another action until your next turn. Your Bonus Action still remains usable. Using a Potion of Healing or using Jump to change your position, spends the remaining Bonus Action resource. These two are just an example of two possible Bonus Actions, and not the only choices available for players.
Weapon Actions
To perform Weapon Actions in Baldur's Gate 3, your character NEEDS to be proficient with that type of weapon. Otherwise, it won't be possible to perform said Weapon action.
Reactions
Added on Patch 9, Reactions allow players to respond to certain events or triggers, even when it is not their own turn. This is the Reaction resource icon
, and most reactions require this resource in order to be executed, but can also require another one, such as a Spell Slot.
Players can perform one reaction with a character per turn.
Baldur's Gate 3 Combat Guide
All Actions in Baldur's Gate 3
Baldur's Gate 3 Actions Comparison Table
You can search by Name, Type, Description, Range, or Requirements. Just type into the search box what you are looking for.
Quick Search of All Actions
Name |
Resources |
Description |
Requirements |
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Unleash the full damaging and healing effects of your Bladesong at once. Your Bladesong Damage Charges will harm enemies an additional 1d6 Force damage, and your Bladesong Healing Charges will heal you and your allies an additional 1d6 hit points. This will end your Bladesong.
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Bladesinging Lv 2 |
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Bind to your main hand weapon. Its damage becomes magical, you cannot drop or throw it, and you become Proficient with it if you weren't already. When you attack with this weapon, there is a chance that Hexblade's Curse will be applied to the target. You can only have 1 pact weapon at any time and it uses your Charisma modifier. The weapon returns to its previous state if you are more than 1.5m away from it for more than 10 turns. Duration: Permanent |
Hexblade Lv 1 | |
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Curse a target. Your damage rolls against the target gain a bonus equal to their Proficiency bonus. The number you need to roll a Critical Hit while attacking the target is also reduced by 1. If the target dies, you regain 4 hit points. Duration: 10 turns |
Hexblade Lv 1 |
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Summon forth a creature of darkness.
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Shadow Magic Lv 6 |
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Teleport into the shadows. The next spell you cast that turn will benefit from Distant Spell without costing any Sorcery Points. | Shadow Magic Lv 11 | |
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Roll a Persuasion check to beguile a humanoid, who must contest it with an Insight check. Enemies who fail gain Panache: Disadvantage; others who fail become Charmed. | Swashbuckler Lv 9 |
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Flick your weapon at a target and possibly Disarm them. Gain Advantage on your next attack. | Swashbuckler Lv 4 |
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Toss a handful of sand at your enemy and possibly Blind them. | Swashbuckler Lv 4 |
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Insult a creature: it has Disadvantage on its next Attack Roll. | Swashbuckler Lv 4 |
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Condense part of your swarm into a mass that lifts you up. Gain a flying speed of 9 m / 30 ft and become unaffected by surface effects. | Swarmkeeper Lv 7 |
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Target yourself or an ally to additionally grant the target's Proficiency Bonus to their Attack Rolls. (+proficiency bonus to Attack rolls.) | Oath of the Crown | |
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Challenge the enemies around you, compelling them to attack only you. Any attacks they might make against other targets have Disadvantage. |
Oath of the Crown Lv 3 |
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Shout out and heal all nearby non-enemy creatures. (1d6 + CHA modifier HP) |
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Unarmed Damage (Bludgeoning) + 1d8 + Wisdom modifier Hit a Drunk target and sober them up by dealing bonus Psychic damage. On a successful hit, the monk also loses Life of the Party. |
Drunken Master Lv 9 |
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Hit a creature with your bare fists and possibly get them Drunk. (Unarmed Bludgeoning damage) | Drunken Master | |
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Punch twice in quick succession and grant yourself an additional 3 m / 10 ft movement and the benefits of Disengage. 2x(1d4 + DEX or STR modifier) | ||
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Use Evocation magic to make your arrow explode on impact and deal an additional 2d6 Force damage to targets within 3 m / 10 ft | Arcane Archer Lv 3 |
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Use Necromantic Magic to deal an additional 2d6 Necrotic damage. Target must succeed a Saving throw or become Feeble. | Arcane Archer Lv 3 |
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Use Enchantment magic to deal an addition 2d6 Psychic damage. Target must succeed a Saving throw or become Charmed. | Arcane Archer Lv 3 |
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Use Abjuration magic to potentially Banish your target to the Feywild. | Arcane Archer Lv 3 |
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Use Divination magic to make your arrow seek a target. The arrow deals an additional 1d6 Force damage and possibly applies Faerie Fire. | Arcane Archer Lv 3 |
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Use Enchantment magic to deal an addition 2d6 Psychic damage. Target must succeed a Saving throw or become Blinded. | Arcane Archer Lv 3 |
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Deal an additional 2d6 Poison damage. Affected entity's Movement Speed is reduced by 3 and it will take 2d6 Slashing damage when it moves. | Arcane Archer Lv 3 |
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Use Transmutation magic to attack all those within the line of your shot. Each target must succed a Saving throw or be dealt an additional 1d6 Piercing damage. | Arcane Archer Lv 3 |
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A constellation of an archer appears on you. As a Bonus Action while in this Starry Form, you can cast Luminous Arrow. | Circle of Stars Lv 2 |
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A constellation of a life-giving chalice appears on you. Whenever you cast a healing spell that consumes a spell slot, you can cast Chalice Healing. | Circle of Stars Lv 2 | |
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A constellation of a wise dragon appears on you. When you make a Saving throw to maintain Concentration on a spell, a roll result of 9 or lower is considered a 10. As a Bonus Action while in this Starry Form, you can cast Dazzling Breath. |
Circle of Stars Lv 2 | |
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Once per turn deal 1d8 Necrotic Damage in addition to your weapon's damage when you make a melee attack.
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Death Domain Lv 10 |
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Throw a creature or object that is Medium-sized or smaller. Heavier creatures and objects deal more damage on impact. Must be Enraged.
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Giant Lv 10 |
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Free Action | Channel primordial might into your weapon. Until the end of your Rage, your weapon will deal additional Acid, Cold, Fire, Lightning, or Thunder damage, and gain the Thrown property. If thrown, it will immediately reappear in your hand. Must be Enraged.
Duration: 10 turns |
Giant Lv 6 |
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Try to kick a target away. Your chances depend on your Athletics, and are higher if you're hidden or invisible. You can kick a target up to twice the weight that Shoving them would allow. | Giant Lv 5 | |
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Enter a and increase in size. Your Rage damage bonus is doubled on Throw attacks. Gain Resistance to physical damage, and Advantage on Strength Checks and Saving Throws. Available only in combat. (Note: Rage ends early if you don't attack an enemy or take damage each turn.) (Note: You can't cast or concentrate on spells while raging.)
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Giant Lv 3 |
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Imbue 2 allies with your vigour and grant them 5 temporary hit points. If they're hit with a melee attack, the attacker becomes Charmed. | College of Glamour Lv 3 | |
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Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. Targets that are Charmed automatically fail their Saving Throw.
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College of Glamour Lv 6 |
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Frighten an enemy. They'll be easier to hit and cannot move. Fiends and undead have Disadvantage on this Saving Throw. |
Paladin (Oath of Vengeance) at level 3 |
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A surge of divine energy accompanies your swing. It deals an additional 1d6 Force damage and possibly pushes your target back 5m.
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This action can be performed when weilding the Faithbreaker Martial Versatile Weapon. |
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Inflicts Action Surge. Push Yourself beyond your limits and gain one additional action. | Class needed: |
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Once per day out of combat, replenish expended spell slots, which allows you to cast Spells requiring them. | Wizard | |
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Automatically attack an enemy moving out of your reach. This is a Reaction. Toggle a reaction during your turn. It will automatically execute when needed. |
This action is a Toogleable Passive Feature. | |
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You and any nearby allies can't be Frightened . The aura disappears if you fall Unconscious. |
Paladin | |
Aura of Devotion |
You and any nearby allies can't be Charmed. The aura disappears if you fall Unconscious. |
Paladin | |
Aura of Hate |
You and any nearby fiends (and undead) gain additional damage to melee weapon attacks equal to your Charisma Modifier. The aura disappears if you fall Unconscious. |
Paladin | |
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You and nearby allies gain a bonus to Saving Throws equal to your Charisma modifier. |
Paladin | |
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You and any nearby allies take only half the damage from spells. The aura disappears if you fall Unconscious. | Paladin | |
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Put extra force behind your strike to possible knock your enemy Prone.
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Warhammers | |
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Strike out greedily, dealing an additional 4 Piercing damage per 300 gold the that target possesses. |
Twist of Fortune | |
Blood Sacrifice |
Pain is a path to power. Take 1d4 Slashing damage to receive a +1d4 bonus to Attack Rolls and Saving Throws. |
Ritual Dagger | |
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Inspire an ally to add a +1d6 bonus to their next Attack Roll, Ability Check or Saving Throw. At Bard Level 5, the Bardic Inspiration bonus increases to +1d8. At Bard Level 10, the Bardic Inspiration bonus increases to +1d10.
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Class needed: |
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Class Action
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Bite a target.
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Granted by A Mother's Loathing |
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Grant another creature advantage on Stealth checks.
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This action requires maintaining Concentration. Class needed: |
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7.5 |
Spend 7.5m of your movement speed.
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Pikes Glaives |
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7.5 |
Spend 7.5m of your movement speed.
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A Ranged Weapon needs to be equipped. |
Charger: Shove |
Charge forward and Shove the first enemy in your way. Your chances depend on your Athletics, and are higher if you're hidden or invisible. The shove distance depends on your Strength and the target's weight. Doesn't provoke Opportunity Attacks. |
Charger Feat | |
Charger: Weapon Attack |
Deal more damage: charge forward and slam your weapon into the first enemy in your way. Doesn't provoke Opportunity Attacks. |
Charger Feat | |
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Lash out with deadly claws to deal Slashing damage.
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N/A | |
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Swing your Weapon in a large arc to attack multiple Enemies at once.
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This action can be performed with:
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Colossal Onslaught |
Channel your mettlesome strength and strike all creatures in a line. 1d8 Bludgeoning + Strength Modifier |
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Class Action |
Click the heels of your boots. |
This action can be performed while wearing Boots of Speed. |
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Inspire an ally to add a +ld6 bonus to their next Attack Roll, Ability Check. Saving Throw, weapon damage, or Armour Class. At Bard Level 5, the Combat Inspiration bonus increases to +1d8. At Bard Level 10, the Combat Inspiration bonus increases to +1d10.
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Class needed: |
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Direct an ally to strike a foe. The ally uses a reaction on their next turn to make a weapon attack. |
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Hit an enemy with all your might to deal damage and possibly Daze them.
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Clubs Greatclubs Morningstars Adamantine Mace |
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Corrosive Strike |
Deal additional Acid damage equal to your Proficiency Bonus. On a hit, create a pool of acid around the target which reduces Armour Class Armour Class by 2. |
Corrosive Flail | |
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Class Action |
Use the power of your Oath to gain control over an undead creature. The target's level must be lower than yours
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Countercharm |
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You and any allies within 9m have Advantage on Saving Throws against being Charmed or Frightened. |
Bard |
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Spend Spell Slots to gain Sorcery Points | Classes needed: (Either) |
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Spend Sorcery Points to unlock a Spell Slot. |
Classes needed: (Either) |
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Swing at an enemy's legs to deal damage and possibly Cripple them.
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This action can be performed with the following weapons: |
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Class Action |
Hide from enemies by succeeding Stealth checks. Stick to the dark and avoid enemy sightlines. Attacking or casting a spell will reveal your location. |
Class needed: |
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Class Action |
Cover more distance this turn: double your movement speed. |
Class needed: |
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Class Action |
Retreat safely: moving won't provoke Opportunity Attacks.
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Class Nedeed: Rogue Lvl 2 |
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Use your wit to distract a creature and sap its confidence. It receives a 1d6 penalty to Attack Rolls, Ability Checks, and damage dealt until the start of your next turn. At Bard Level 5, the Cutting Words penalty increases to +1d8. At Bard Level 10, the Cutting Words penalty increases to +1d10.
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Class needed: |
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Double your Movement Speed this turn.
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N/A | |
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Dip a weapon into a surface. Alters the surface or enhances the weapon. If you are dual-wielding, dip both weapons.
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N/A | |
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Class needed: |
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Spend a superiority die to deal X+Dexterity Modifier+1d8 damage type depending on the weapon used and potentially force the target to drop the weapons they are holding.
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Class needed: |
Distracting Strike (Melee) |
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Distract your target, giving your allies Advantage on their next Attack Roll against the target. |
Class needed: Battle Master Subclass |
Distracting Strike (Ranged) |
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Distract your target, giving your allies Advantage on their next Attack Roll against the target. |
Class needed: Battle Master Subclass |
Divine Strike |
Divine Strike deals 1d8 additional damage upon a weapon strike (either melee or ranged) of a type dependent on the chosen Domain. |
Life Domain, Trickery Domain, Nature Domain, Tempest Domain, and War Domain. | |
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Focus on retreating safely. Moving won't provoke Opportunity Attacks. |
N/A | |
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N/A | ||
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Class Action |
Gain Advantage on Attack Rolls against celestials, fiends, and undead. |
Class needed: Paladin |
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Deals an additional 1-8 Radiant damage to fiends and undead. |
Class needed: Paladin Lvl 2 |
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Deals an additional 1~8 Radiant damage to fiends and undead. |
Class needed: Paladin Lvl 2 |
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Deals an additional 1~8 Radiant damage to fiends and undead. |
Class needed: Paladin Lvl 2 |
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Leap down unto a foe, knocking them Prone. You won‘t take falling damage. You must be above your target. Requires Rage.
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Class needed: |
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Class Action |
Let your darkest emotions burst forth as a menacing pulse to Frighten nearby enemies.
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Edge of Darkness |
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Create a cloud of Darkness while you attack. An additional attack is made against every creature within the radius of the darkness cloud. All targets within the radius of the darkness cloud are automatically Blinded, regardless of whether the attack hits them, unless they are immune to being blinded. |
Shar's Spear of Evening |
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Class Action |
Use a bonus action to end your Rage. |
Barbarian |
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Pick up an item or creature and throws it at a target, dealing Bludgeoning damage and knocking it Prone. Your Strength affects how much weight you can throw. Heavier items deal more damage. The damage of Thrown Weapons is the same as the Weapon's melee damage. You also deal additional damage based on your Strength
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Available only when Frenzied. Class needed: |
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Feinting Attack |
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Use both your action and bonus action on a turn to attack a target with Advantage and deal an additional 1d8 damage. |
Battle Master Fighter |
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Feint an attack to possible throw your enemy off balance. 2 Turns. |
Rapiers Shortswords Scimitars |
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Flurry of Blows |
Punch twice in quick succession.
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Monk | |
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Punch twice in quick succession and possibly Stagger the target, making it unable to take reaction.
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Monk | |
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Charge forward and push all objets and creatures in your path 13ft away from you.
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Ranger | |
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As a bonus action, make a melee attack with your equipped weapon. Will cause a stack of Frenzied Strain on the Barbarian. |
Available only when Frenzied. Class needed: |
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Your Rage turns into a frenzy! You gain Frenzied Strike and Enraged Throw. You can also make an Improvised Weapon Attack as a bonus action. You have Resistance to physical damage, and Advantage on Strength Checks and Saving Throws.
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Class needed: |
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Gargantuan Cleave |
Swing your weapon with all your might. You can attack multiple targets, but become Off Balanced. |
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Goading Attack |
Deal an additional 1d8 and attempt to goad the target attacking you. Target receives Disadvantage on attacking any other creature. |
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Grand Slam |
Slam your weapon into the ground, thunderously impacting nearby foes and possibly pushing them away. 1d8 Bludgeoning + 4 Thunder damage |
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Shoot an enemy in the thigh to deal damage and possibly reduce their Movement Speed by 50%.
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Shortbows |
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Class Action |
5 Healing Heal yourself and all nearby allies for 5 hit points. Regain another 5 hit points next turn. 1 turn No effect on undead and constructs. |
Class Nedeed: Oath of the Ancients (Paladin) |
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Smash an enemy's chest to deal damage and possibly reduce inflict Chest Trauma.
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This action is performed with Morningstars Weapons. |
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Help an ally in need. Removes Burning, Downed, Ensnared, Entangled, Enwebbed, Prone and Sleeping.
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N/A | |
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Try to conceal yourself. Hiding depends on your Stealth and whether you are Obscured. Attacking or casting spells reveals your location. | N/A | |
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Class Action |
Grant an ally a vengeful aura that deals 1d4 Radiant damage to anyone who hits them with a melee attack. 2 turns |
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Target two creatures standing close to each other. Attack the first creature and open the second for a follow-up strike. |
Class Nedeed: Hunter (Ranger Subclass) |
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Target two creatures standing close to each other. Shoot the first creature and open the second for a follow-up strike. |
Class Nedeed: Hunter (Ranger Subclass) |
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Pick up an item or creature and use it to make a melee attack. Your Strength affects how much weight you can lift. Heavier items deal more damage. |
N/A | |
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Available only when Raging.
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Available only when Raging. Class needed:Wildheart |
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Class Action |
Create a cloud of magical darkness and immediately attempt to Hide.
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Rogue Class Tadpole Power |
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Summon an illusion to distract your Enemies. You and your allies receive advantage on attack rolls against a creature if both are attacker and the illusions are within 3 m of it.
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This action requires maintaining Concentration. Class needed: |
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Jump to a destination. Your Strength affects how far you can jump.
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N/A | |
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Gain Proficiency in all Skills of a chosen Ability.
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Slash at an enemy to deal damage and possible inflict Bleeding.
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This action can be performed with: |
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Class Action |
4 Healing |
Class needed: Paladin |
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Class Action |
Imbue your hands with divine power to cure all deseases and poisons affecting creatures. No effect on undead and constructs.
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Class needed: Oath of Devotion (Paladin) |
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Class Action |
20 Healing Imbue your hands with divine power to heal an ally. No effect on undead and constructs.
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N/A |
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Class Action |
10 Healing Imbue your hands with divine power to heal an ally. No effect on undead and constructs.
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N/A |
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Class Actions |
Release a blast of electricity Consume 4 Lightning Charges to create a Lightning Aura. The blast Jolts nearby enemies and possibly deals 1d6 Lightning damage.
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This action can be performed when The Real Sparky Sparkswall Shield is equipped. |
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Class Action |
Focus the electricity in your veins.
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This action can be performed when The Blast Pendant Amulet is equipped. |
Maiming Strike |
Possibly Maims your target. They can't move. Flying creatures can't be Maimed. |
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Make a melee attack with your equipped Weapon.
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A melee Weapon must be equipped | |
Manoeuvring Attack |
Spend a superiority die to make an attack that deals an additional 1d8 damage. On a hit, select which friendly creature will gain half its movement speed. It will not provoke attacks of opportunity. |
Battle Master Fighter | |
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Spend a superiority die to deal X+Strength Modifier+1d8 damage type depending on the weapon used and possibly Frighten the target
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A Melee Weapon needs to be equipped. |
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Spend a superiority die to deal x+ Dexterity Modifier + 1d8 Piercing damage and possibly Frighten the target.
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A Ranged Weapon needs to be equipped. |
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Make a Ranged Attack while moving.
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Must have Dashed or Disengaged this turn. | |
Moonlight Butterflies |
Strike a foe, conjuring an illusory swarm of moon-pale butterflies, gaining Advantage on attacks against the target. Deal additional Psychic damage equal to your Proficiency Bonus. When the target moves away from your illusion, it takes 1~6 Psychic damage. |
Moonlight Glaive | |
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Replenish expended Spell Slots while out of combat | Class needed: |
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Class Action |
Invoke primaeval forces to Restrain an enemy. |
Class Nedeed: Oath of the Ancients (Paladin) |
One With Shadows |
Class Action |
Vanish into the darkness and become Invisible Until Long Rest Invisibility ends early if you attack, cast another spell, take an action, or take damage. |
Class Nedeed: The Great Old One (Warlock Sub Class) |
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Class Action |
Attack Rolls against you have Disadvantage, and you have Advantage on Dexterity Saving Throws. |
Monk Lvl 2 |
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Class Action | Play a tune to attract and delight those around you. |
This action can be performed when a Musical Instrument is equipped. |
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Shoot an enemy to damage them that possibly left a Gaping Wounds.
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N/A | |
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Stab an enemy to damage them that possibly left a Gaping Wounds.
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N/A | |
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Allows you to make a ranged weapon attack to deal Piercing damage and to reduce the target's movement speed by 3m.
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Weapons needed: |
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Poison Mist |
On a hit, surround the target in a noxious cloud that possibly Poisons those within it. 1d4 Poison damage. |
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Make a non-lethal attack against an enemy to possibly Daze them.
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N/A | |
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7.5 |
Spend 7.5m of your Movement Speed to deal an additional amount damage with your melee weapon for the rest of the turn.
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N/A |
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Evoke a healing energy that restores 3*3 hit ponts to allied creatures.
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Class needed: |
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3~6 Damage Charge forward, attacking all hostile creatures in your way. Deals 1d4+2 Bludgeoning damage and knocks targets Prone.
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Available only when Raging. Class needed:Wildheart |
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Spend a superiority die to deal X+Strength Modifier+1d8 damage type depending on the weapon used and possibly push the target back 4.5m.
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A Melee Weapon needs to be equipped. Class needed: |
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Spend a superiority die to deal X+Strength Modifier+1d8 damage type depending on the weapon used and possibly push the target back 4.5m.
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A Ranged Weapons needs to be equipped. Class needed: |
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The sun's divine power dispels any magical darkness. On Save: Targets still take half damage. |
This requires the Constitution Ability. Class needed: |
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While Raging, you are stronger, and you deal extra damage with melee and improvised weapons, and when throwing objects. You have Resistance to physical damage, and Advantage on Strength Checks and Saving Throws.
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Class needed: |
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Go into a Rage that makes you tough enough to stand up to any punishment. You can use Unrelenting Ferocity, and have Resistance to all damage except psychic damage. Rage ends early if you haven't attacked a creature or taken damage since your last turn.
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Class needed: |
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Enter a Rage that makes you near untouchable. Foes also have Disadvantage on Opportunity Attacks against you, and you can use Dash as a bonus action. |
Class needed: |
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Go into a Rage that grants you extraordinary swiftness. You can use Primal Stampede, and your Movement speed increases by 4.5m. |
Class needed: Wildheart |
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Go into a Rage that empowers your leaps. You can use Tiger's Bloodlust, and your jump distance increases by 4.5m. Rage ends early if you haven't attacked a cretaure or taken damage since your last turn.
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Class needed: Wildheart |
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Enter a Rage so inciting it sprrrs on your allies.
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Class needed: Wildheart |
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Expend a superiority die to bolster the resolve of a friendly creature. It gains an additional 8 hit points.
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Class needed: |
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Make a ranged attack to deal Piercing damage
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N/A | |
Razor Gale |
Swing your weapon in a cyclone of steel that deals razorblade-sharp damage to all enemies within range. |
Larethian's Wrath | |
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Until your next turn, you have Advantage on Attack Rolls, but enemies also have Advantage against you.
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Class needed: |
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Class Actions |
Play your instrument to restore one of your Bardic Inspiration slots.
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N/A |
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Charge forwardand attack the first enemy in yourway, dealing damage and possibly pushing them Off Balance.
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This action can be performed with: |
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Class Action |
Imbue the weapon in your main hand with positive energy to turn it into a Sacred Weapon. 10 turns |
Class needed: Oath of Devotion (Paladin) |
Searing Blood |
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Cut into an enemy, dealing an extra Proficiency Bonus Fire and 1d6 Fire damage to them, while you yourself take 1d6 Slashing damage. Additionally, the attack might cause the target to bleed. |
Rupturing Blade |
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Class Action |
Draw on your stamina to heal yourself. |
Class needed: Fighter (Lvl 1) |
Shadowsoaked Blow |
Strike an enemy, adding your Proficiency Bonus to the damage. Moreover, if the attack hits, it deals an additional 1d6 Psychic Damage. This Attack doesn't break concealment. |
Sword of Clutching Umbra | |
Shadow Step |
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You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. |
Way of Shadow |
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Attack up to 2 enemies at once. |
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Attack defensively, increasing your Armour Class by 4 if you hit. |
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Attack defensively, increasing your Armour Class by 4 if you hit. |
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Thrust your weapon with enough force to push your target back 6m. Afterwards, you can Teleport to the target. |
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Shoot a target with enough force to push it back 6m. Afterwards, you can teleport to the target. |
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Attack up to 2 enemies at once. |
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Try to push a target away. The distance you can shove a target depends on your Strength and the target's weight. Shoving depends on your Athletics, and the higher of the target's Athletics or Acrobatics. Shoving always succeeds if you're hidden or invisible.
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N/A | |
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Class Action |
Become Invisible. The spell breaks if you attack, cast another spell, perform an Action, or take damage. |
This action can be performed while wearing the Shadow of Menzoberranzan Helmet. |
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Exploit a foe's distraction to deal Melee Attack
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A Finesse Weapon must be equipped on your main hand. You have advantage, or another Enemy of the target is within 1.5 m of it and you don't have disadvantage. Class needed: |
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Exploit a foe's distraction to deal Piercing damage.
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A Finesse Weapon must be equipped on your main hand. You have advantage, or another Enemy of the target is within 1.5 m of it and you don't have disadvantage. Class needed: |
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Soothe those around you with your craft. You and your allies are revitalised as though you would have taken a short rest. |
Class needed: |
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Soulbreaker |
Rend the enemy's body and soul, dealing an additional 4 Psychic damage and possibly Stun them. |
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Class Action |
4-7 Damage Steep an enemy in the darkness that churs within you. The target takes 1d4+3 Necrotic damage each turn and Attack Rolls against it have Advantage. 1d4+3 |
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Class Action | Doesn't provoke Opportunity Attacks.
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N/A |
Stage Fright |
2d6 Psychic (Conditional) Drown your enemy in an overwhelming fear of failure. They receive Disadvantage on Attack Rolls and take damage each time they miss an Attack Roll. They overcome their Stage Fright when they succeed an Attack Roll.
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Class needed: |
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Double your movement speed. Jump no longer requires a Bonus Action.
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Monk Lvl 2 |
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Retreat to safety by Disengaging. Jump no longer requires a bonus action. |
Monk Lvl 2 |
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Gain a beast companion that accompamies you on your adventures and fights alongside you.
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Class needed: |
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Throw an Item or creature. Your Strength affects how much weight you can throw. Heavier items deal more damage. The damage of Thrown weapons is the same as the weapon's melee damage.
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N/A | |
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Lash out to attack up to 3 enemies at once and make them Bleed. |
Available only when Raging. Class needed:Wildheart |
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Knock someone Unconscious instead of killing them. Must be unarmed or using a melee weapon. Doesn't work on undead and constructs.
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N/A | |
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N/A | |
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Spend a superiority die to deal X + Strength Modifier + 1d8 damage and possibly knock the target Prone.
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The target must be larger or smaller. Class needed: |
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Spend a superiority die to deal X + Dexterity Modifier + 1d8 damage and possibly knock the target Prone.
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The target must be larger or smaller. Class needed: |
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Pray to Turn all undead that can see you. |
Class needed: |
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Class Action |
Channel your Oath using ancient words to Turn nearby fey and friends The condition ends upon taking damage
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Class Nedeed: Oath of the Ancients (Paladin) |
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Class Action |
Channel your Oath and speak a prayer to Turn nearby friends and undead.
The condition ends upon taking damage. |
Class needed: Oath of Devotion (Paladin) |
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Available only when Raging. |
Available only when Raging Class needed: |
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You suck the blood from a living creature and regain 2d4 hit points. The target takes 2d4 Piercing damage, unless it is unconscious or you are Hiding. Biting a creature does not break stealth.
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Astarion | |
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Grant an ally a +2 bonus on Persuasion Checks.
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This action can be performed while equipping Envoy's Amulet. |
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Target an enemy's hands with a non-lethal attack to deal damage and possibly inflict Weak Grip.
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This action can be performed with the following weapons:
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Magically assume the shape of a beast. While in animal shape, you can't talk or cast spells. You take on the game statistics of your beast form -excluding your Intelligence, Wisdom, and Charisma scores. When your beast form drops to 0 hit points, you revert to your normal form, with the number of hit points you had before transforming. If your hit points dropped below 0 in beast form, that damage is applied after you revert. Spells that require concentration are not broken by turning into an animal. Your equipment merges into your animal form and won't have any effect until you revert. |
Classes needed: (Either) |
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Assume the shape of a Giant Badger that can burrow into the ground. The badger has a starting health of 13 hit points that increases every two druid levels. While in animal shape, you can't talk or cast spells. You take on the attributes of your beast form - excluding your Intelligence, Wisdom, and Charisma scores. When your beast form drops to 0 hit points, you revert to your normal form. |
Classes needed: (Either) |
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Assume the shape of a polar bear that can Goad enemies into attacking it. The polar bear has a starting health of 30 Hit points that increase every two druid levels. While in animal shape, you can't talk or cast spells. You take on the attributes of your beast form - excluding your Intelligence, Wisdom, and Charisma scores. When your beast form drops to 0 hit points, you revert to your normal form. |
Class needed: |
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Take the shape of a cat that can attention and Meow to distract enemies. It has 2 Hit Points. While in animal shape, you can't talk or cast spells. You take on the attributes of your beast form - excluding your Intelligence, Wisdom, and Charisma scores. When your beast form drops to 0 hit points, you revert to your normal form. |
Classes needed: (Either) |
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Take the shape of of a deep rothé that can casts dancing lights and charge its Enemies. Your deep rothé shape has 23 hit points. |
Classes needed: (Either) |
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Assume the shape of a deep rothé that casts Dancing Lights and Charges its enemies. The Deep Rothé has a starting health of 23 health points that increases every two druid levels. While in animal shape, you can't talk or cast spells. You take on the attributes of your beast form - excluding your Intelligence, Wisdom, and Charisma scores. When your beast form drops to 0 hit points, you revert to your normal form. |
Class needed: |
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Assume the shape of a giant spider that can Enweb enemies. The giant spider has a starting health of 20 hit points that increases every two druid levels. While in animal shape, you can't talk or cast spells. You take on the attributes of your beast form - excluding your Intelligence, Wisdom, and Charisma scores. When your beast form drops to 0 hit points, you revert to your normal form. |
Classes needed: (Either) |
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Assume the shape of a Dire Wolf that can Incite allies and Distract enemies. The Dire Wolf has a starting health of 18 Hit Points that increases every two druid levels. While in animal shape, you can't talk or cast spells. You take on the attributes of your beast form - excluding your Intelligence, Wisdom, and Charisma scores. When your beast form drops to 0 hit points, you revert to your normal form. |
Classes needed: (Either) |
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Channel Oath Charge |
You or an ally's weapon attacks deal an additional 2 Radiant damage and can Daze enemies for 1 turn. | Class needed: Oath of Vengeance (Paladin Subclass) |
Minor Conjuration: Create Water |
Calls forth rain. It extinguishes exposed flames and forms a water surface. | Class needed: Conjuration School Lvl 2 (Wizard Subclass) |
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Benign Transposition: Teleport |
Teleport to a nearby, unoccupied space, or swap places with an ally. |
Class needed: Conjuration School Lvl6 (Wizard Subclass) |
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Bind Pact Weapon |
Bind to your main hand weapon. Its damage becomes magical, you cannot drop or throw it, and you become Proficient with it if you weren't already. You can only have 1 pact weapon at any time. The weapon returns to its previous state if you are more than 1.5m away from it for more than 10 rounds. |
Warlock | |
Hypnotic Gaze |
Charm and Incapacitate a creature. It cannot attack you. It cannot act. |
Class needed: |
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See Invisibility |
Glimpse Invisible creatures, and possibly reveal them to others. |
Class needed: |
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Transmuter's Stone |
Store some of your transmutation magic in a small stone. A creature carrying the stone gains a benefit of your choice. Once you have created a stone, you need to cast a Transmutation spell of Level 1 or higher or take a Long Rest before you can create another one. |
Class needed: Transmutation School Lvl 6 (Wizard Subclass) |
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Wild Shape: Panther |
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Take the shape of a Panther that can Prowl around invisibly. Your panther shape has a starting health of 45 Hit Points that increases every two druid levels. |
Class needed: |
Wild Shape: Owlbear |
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Take the shape of an Owlbear that can Rupture the ground and become Enraged. Your Owlbear shape has a starting health of 65 hit points that increases every two druid levels. |
Class needed: Druid Lvl 6 |
Wild Shape: Sabre-Toothed Tiger |
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Take the shape of a Sabre-toothed Tiger that can Shred Armour and regenerate hit points. Your Saber-toother tiger shape has a starting health of 62 hit points that increases every two druid levels. |
Class needed: Circle of the Moon Lvl 6 (Druid Subclass) |
Symbiotic Entity |
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Gain 8 temporary hit points and deal an additional 1-6 Necrotic Damage while you have them. Cast Halo of Spores with double damage. Until Long Rest
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Class needed: Circle of the Spores Lvl 2 (Druid Subclass) |
Fiendish Resilience |
None |
Choose a damage type and become resistant to it. You can pick a new damage type each Short Rest. You can only have 1 type of Resistance at a time.
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Class needed: The Fiend Lvl 10 (Warlock Subclass) |
Fey Presence |
Charm or Frighten nearby foes with the feywild's beguiling, disturbing magics.
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Class needed: Archfey Lvl 1 (Warlock Subclass) |
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Third Eye: See Invisibility |
Become able to see invisible creatures, and possibly reveal them to others. |
Class needed: |
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Third Eye: Darkvision |
You gain the ability to see in the dark out to a range of 24 m. |
Class needed: Divination School Lvl 10 (Wizard Subclass) |
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Shapechanger |
Transform into a blue jay, able to Fly.
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Class needed: Transmutation School Lvl 10 (Wizard Subclass) |
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Hide in Plain Sight |
Camouflage yourself with your environment to become Invisible and gain a +10 bonus to Stealth Checks, as long as you stand still. |
Class needed: Ranger Lvl 10 |
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Hide from enemies by succeeding Stealth checks. Stick to the dark and avoid enemy sightlines. Attacking or casting a spell will reveal your location. | Class needed: Gloom Stalker Lvl 3 (Ranger Subclass) |
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Wrap yourself in shadows to become Invisible if you are obscured. |
Class needed: Gloom Stalker Lvl 3 (Ranger Subclass) |
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Volley |
Fire a cascade of magical broadheads and bodkin arrows upon nearby foes.
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Class needed: Hunter Lvl 11 (Ranger Subclass) |
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Gain Advantage on Attack Rolls against a enemy. |
Class needed: Paladin (Oath of Vengeance) at level 3 |
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Whirlwind Attack |
Whirl your body around in a punishing swirl, striking all nearby foes.
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Class needed: Hunter Lvl 11 (Ranger Subclass) |
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Intimidating Presence |
Menace and enemy and instill a terrible fear within them. You can use Maintain Intimidating Presence to prolong the target's fear. |
Class needed: Berserker Lvl 10 (Barbarian Subclass) |
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Enter a Rage that releases all the magic rolling inside of you, causing a random magical effect.
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Class needed: Wild Magic (Barbarian) Lvl 3 (Barbarian Subclass) |
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Anyone within range adds their Proficiency Bonus to Saving Throws against spells.
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Class needed: Wild Magic (Barbarian) Lvl 3 (Barbarian Subclass) |
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Bolstering Magic: Boon |
You or an ally receive a +1d4 bonus to Attack Rolls and Ability Checks. | Class needed: Wild Magic (Barbarian) Lvl 6 (Barbarian Subclass) |
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Bolstering Magic: Level 1 Spell Slot |
You or an ally recover a Level 1 spell slot | Class needed: Wild Magic (Barbarian) Lvl 6 (Barbarian Subclass) |
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Bolstering Magic: Level 2 Spell Slot |
You or an ally recover a Level 2 spell slot | Class needed: Wild Magic (Barbarian) Lvl 6 (Barbarian Subclass) |
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Bolstering Magic: Level 3 Spell Slot |
You or an ally recover a Level 3 spell slot | Class needed: Wild Magic (Barbarian) Lvl 9 (Barbarian Subclass) |
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Channel fey magic to Charm nearby beasts and plants. |
Class needed: Nature Domain (Cleric Subclass) |
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You gain a +10 bonus to your Attack Roll. |
Class needed: |
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While not in combat. regain half your Ki Points (rounded down). | Class needed: |
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Throw a shard ofice that deals 1~10 Piercing damage. It explodes and deals 2~12 Cold damage to anyone nearby. It leaves an ice surface.
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Class needed: Way of the Four Elements (Monk Subclass) |
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Call forth the cold mountain winds and reduce the target's movement speed by 3m. |
Class needed: Way of the Four Elements (Monk Subclass) |
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Hit your foe from afar. Your next melee attacks deal an additional 1~4 Fire damage. |
Class needed: Way of the Four Elements (Monk Subclass) |
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Release a wave of thunderous force that pushes away all creatures and objects. |
Class needed: Way of the Four Elements (Monk Subclass) |
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Push the target back 6m and knock it Prone. |
Class needed: Way of the Four Elements (Monk Subclass) |
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Summon a strong wind that clears all clouds and pushes creatures back Sm, forcing them Off Balance. |
Class needed: Way of the Four Elements (Monk Subclass) |
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Create a climbable ice cube. |
Class needed: Way of the Four Elements (Monk Subclass) |
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Hurl a sphere that deals 3~24 Thunder damage and possibly creates a surface on impact. |
Class needed: Way of the Four Elements (Monk Subclass) |
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Expel fire from your outstretched hands and ignite anything flammable. |
Class needed: Way of the Four Elements (Monk Subclass) |
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Possibly pulls the target towards you or knocks it Prone. |
Class needed: Way of the Four Elements (Monk Subclass) |
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Punch twice in quick succession and possibly knock the target prone.
1d6+3 |
Class needed: Way of the Open Hand (Monk Subclass) |
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Punch twice in quick succession and Stagger the target, making it unable to take reactions.
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Class needed: Way of the Open Hand (Monk Subclass) |
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Punch twice in quick succession and possibly push the target 5m away.
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Class needed: Way of the Open Hand (Monk Subclass) |
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Hide from enemies by succeeding Stealth checks. Stick to the dark and avoid enemy sightlincs. Attacking or casting a spell will reveal your location. | Class needed: Way of Shadow (Monk Subclass) |
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Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth Checks. |
Class needed: Way of Shadow (Monk Subclass) |
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Create a dark shroud that heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it. |
Class needed: Way of Shadow (Monk Subclass) |
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Grant a creature the ability to see in the dark out to a range of 12m. |
Class needed: Way of Shadow (Monk Subclass) |
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Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage. |
Class needed: Way of Shadow (Monk Subclass) |
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Gain a beast companion that will help you on your quest and fight alongside you. |
Class needed: Beast Master (Ranger Sub Class) |
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Possibly Stuns the target. | Class needed: Monk Lvl 5 |
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Possibly Stuns the target. | Class needed: Monk Lvl 5 |
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Hold a humanoid enemy still. They can‘t move, act or react. Attacks from within 3m are always Critical Hits. |
Class needed: Way of the Four Elements (Lv 6 Monk Subclass) |
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Expel the fire burning through your veins as 3 flaming rays. Each ray deals 2~12 Fire damage. |
Class needed: Way of the Four Elements (Lv 6 Monk Subclass) |
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Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw.
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Class needed: Way of the Four Elements (Lv 6 Monk Subclass) |
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Charge forward, pushing all objects and creatures in your path 4m away from you. Doesn't Provoke Opportunity Attacks. |
Requires: |
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6~36 You must be concentrating on another spell to cast this. if the target was concentrating, you heal as much as the damage that was dealt to it.
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Requires: |
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1~4 Damage Your attacks deal an additional 1~4 Psychic damage, but you take 1~4 Psychic damage every turn.
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Requires: |
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Sacrifice half your remaining hit points to heal a target for the same amount. | Requires: |
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Channel the dark allure of the tadpole to Charm an enemy that attacks you, preventing them from attacking you until their next turn. | Requires: |
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When you make a successful Attack Roll against a foe, you can change that hit into a Critical Hit. | Requires: |
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2~16 Healing Invest a creature with power that heals it when it attacks, but also make it Vulnerable to all damage.
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Requires: |
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Conjure a volatile shield around yourself or an ally, granting the target 10 temporary hit points. Stun: 1 turn
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Requires:
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2~12 Damage
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Requires:
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1~8 Healing |
Requires: |
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Sculpt a magical nexus that allows those within to take actions and bonus actions interchangeably. |
Requires: |
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Invade a target's mind and disrupt its defenses. The target's Armour Class is reduced by l. If the target dies while its psyche is fractured, you can cast Shatter Psyche on another target. |
Requires: |
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9~37 Damage |
Requires: |
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2~12 Damage
Push anything and anyone back 6m.
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Requires: |
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Transform into a displacer beast that can Displace itself and enemies, and has 85 hit points. You take on the attributes of a displacer beast, but maintain your Intelligence, Wisdom, and Charisma scores. When your displacer beast form drops to 0 hit points, you revert to your original form. |
Requires: |
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Fly to target position.
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Illuminate the area around you with wisps of moonish light that make movement difficult For enemies and bolster your allies' damage. | Requires: Selune's Spear of Night |
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Emanate a soothing aura. You and nearby allies regain 1~4 hit points at the start of your turn. | Requires: Devotee's Mace |
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While you are not dual-wielding, you can make an additional melee attack with The Dueller. | Requires: Duellist's Prerogative |
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A protective shell envelops you. It reflects any projectiles targeted at you back to their point of origin. | Requires: Viconia's Walking Fortress |
Forced Manoeuvre |
Free Action | Increase an ally's movement speed by 50%. They don't provoke Opportunity Attacks. | Requires: Martial Adept |
Baldur's Gate 3 Actions Gallery

ABSOLUTE POWER
A surge of divine energy accompanies your swing. It deals an additional 1d6 Force damage and possibly pushes your target back 5m.
Attack/Save: Melee Attack
Recharge: Once per Short Rest

ACTION SURGE
Inflicts Action Surge. Push Yourself beyond your limits and gain one additional action.

ARCANE RECOVERY
Once per day out of combat, replenish expended spell slots, with allow you to cast Spells.

ATTACK OF OPPORTUNITY
Automatically attack an enemy moving out of your reach. This is a Reaction. Toggle a reaction during your turn. It will automatically execute when needed.

BACKBREAKER
Put extra force behind your strike to possible knock your enemy Prone.
Attack/Save: Melee attack, Strength.
Recharge: Once per short rest.

BARDIC INSPIRATION
Inspire an ally to add a +1d6 bonus to their next Attack Roll, Ability Check, or Saving Throw.

BLESSING OF THE TRICKSTER
Grant another creature advantage on Stealth checks.
You can only use this blessing on one creature at a time.
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BRACE (MELEE)
Applies Braced
Spend 7.5m of your movement speed. For the rest of your turn, roll Melee damage twice and use the highest result.
Recharge: Once per short rest.
_action_icon_baldurs_gate3_guide_64px.png)
BRACE (RANGED)
Applies Braced
Spend 7.5m of your movement speed. For the rest of your turn, your Damage Rolls for your Ranged Weapon Have Advantage, byt you can't move.
Recharge: Once per short rest.

CLAWS
Lash out with deadly claws to deal Slashing damage.

CLICK HEELS
Click the heels of your boots.
For 1 turn, your Movement Speed is doubled, and enemies have Disadvantage onOpportunity Attacks against you.

COMBAT INSPIRATION
Inspire an ally with your valour.
They can add a +1d6 bonus to their next Attack Roll, Ability Check, or Saving Throw.
They can also choose to add a +1d6 bonus to the damage their next weapon attack deals, or a +4 bonus to their Armour Class for one attack.

CONCUSSIVE SMASH
Hit an enemy with all your might to deal damage and possibly Daze them.
Attack/Save: Melee Attack, Constitution
Recharge: Once per Short Rest.

CREATE SORCERY POINTS
Spend Spell Slots to gain Sorcery Points

CREATE SPELL SLOT
Spend Sorcery Points to unlock a Spell Slot.

CRIPPLING STRIKE
Swing at an enemy's legs to deal damage and possibly Cripple them.

CUNNING ACTION: DASH
Double your Movement Speed for the current turn.
1 Turn

CUTTING WORDS
Use your wit to distract a creature and sap its confidence.
It receives a 1d6 penalty to Attack Rolls, Ability Checks, and damage dealt until the start of your next turn.

DASH
Double your Movement Speed this turn.
Recharge: Once per turn.

DIP
Dip a weapon into a surface. Alters the surface or enhances the weapon. If you are dual-wielding, dip both weapons.
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DISARMING ATTACK (MELEE)
Applies Rallied
Spend a superiority die to deal X+Strength Modifier+1d8 damage type depending on the weapon used and potentially force the target to drop the weapons they are holding.
Attack/Save: Melee Attack.

DISARMING ATTACK (RANGED)
Spend a superiority die to deal X+Dexterity Modifier+1d8 damage type depending on the weapon used and potentially force the target to drop the weapons they are holding.
Attack/Save: Melee Attack.

DISENGAGE
Focus on retreating safely.
Moving won't provoke Opportunity Attacks.

DIVING STRIKE
Leap down unto a foe below you, dealing Weapon Damage Slashing Damage and knocking them Prone.
You do not take Falling damage.
You must be at least 1.5m above your target.
Available only when Raging.

END RAGE
Use a bonus action to end your Rage.

ENRAGED THROW
Pick up an item or creature and throws it at a target, dealing Bludgeoning damage and knocking it Prone.
Thee damage depends on your strength and the weight of the item. Your Strength also affects how much weight you can throw.
Available only when Frenzied.

FLOURISH
Feint an attack to possible throw your enemy off balance.
2 Turns
Dex
Short Rest

FORCE TUNNEL
Charge forward and push all objets and creatures in your path 13ft away from you.

FRENZIED STRIKE
As a bonus action, make a melee attack with your equipped weapon, dealing Weapon Damage slashing damage.
Available only when Frenzied.

FRENZY
Your Rage turns into a frenzy as you release your unquenchable fury and bloodlust.
You gain the use of Frenzied Strike and Enraged Throw. You can also make an Improvised Weapon Attack as a bonus action.
Frenzy ends early if you haven't attacked a creature or taken damage since your last turn.
Lasts 10 turns.

HAMSTRING SHOT
Inflicts Hamstrung
Shoot an enemy in the thigh to deal damage and possibly reduce their Movement Speed by 50%.
Attack/Save: Ranged Attack, Constitution
Recharge: Once per Short Rest

HEARTSTOPPER
Smash an enemy's chest to deal damage and possibly reduce inflict Chest Trauma.
Attack/Save: Melee Attack, Constitution.
Recharge: Once per Short Rest.
Undead and Construct can't get Chest Trauma.

HELP
Help an ally in need. Removes Burning, Downed, Ensnared, Entangled, Enwebbed, Prone and Sleeping.

HIDE
Try to conceal yourself. Hiding depends on your Stealth and whether you are Obscured. Attacking or casting spells reveals your location.

IMPROVISED MELEE WEAPON
Pick up an item or creature and use it to make a melee attack. Your Strength affects how much weight you can lift. Heavier items deal more damage.
Melee

INCITING HOWL
Stir your allies' fervour. Each ally within earshot can move an additional 3m during their next turn.
Available only when Raging.

INVOKE DUPLICITY
Summon an illusion to distract your Enemies. You and your allies receive advantage on attack rolls against a creature if both are attacker and the illusions are within 3 m of it.

LACERATE
Slash at an enemy to deal damage and possible inflict Bleeding.
Attack/Save: Melee Attack, Constitution
Recharge: Once per Short Rest.
Undead and Constructs can't Bleed.

LIGHTNING AURA
Release a blast of electricity
Consume 4 Lightning Charges to create a Lightning Aura. The blast Jolts nearby enemies and possibly deals 1d6 Lightning damage.
3 Turns

LIGHTNING BLAST
Focus the electricity in your veins.
Your next Lightning Spell or Cantrip deals additional Lightning damage equal to your remaining Lightning Charges.
On hit, all your Lightning Charges are consumed.
2 Turns.
Long Rest

MAIN HAND ATTACK
Make a melee attack with your equipped Weapon

MENACING ATTACK (MELEE)
Spend a superiority die to deal X+Strength Modifier+1d8 damage type depending on the weapon used and possibly Frighten the target
Attack/Save: Wisdom

MENACING ATTACK (RANGED)
Spend a superiority die to deal x+ Dexterity Modifier + 1d8 Piercing damage and possibly Frighten the target.
Attack/Save: Ranged Attack

MOBILE SHOT
Make a Ranged Attack while moving.
Attack/Save: Ranged Attack.
Recharge: Once per Short Rest.

NATURAL RECOVERY
Once per day our of combat, you can replenish expended spell slots, which allow you to cast spells.

PERFORM
??

PIERCING SHOT
Inflicts Gaping Wounds
Shoot an enemy to damage them that possibly left a Gaping Wounds.
Attack/Save: Ranged Attack, Constitution
Recharge: Once per Short Rest
Undead and Constructs can't get Gaping Wounds.

PIERCING STRIKE
Stab an enemy to damage them that possibly left a Gaping Wounds.
Attack/Save: Melee attack, Constitution
Recharge: Once per short rest.
Undead and Constructs can't get Gaping Wounds.

PIN DOWN
Allows you to make a ranged weapon attack to deal Piercing damage and to reduce the target's movement speed by 3m.

POMMEL STRIKE
Inflicts Dazed
Make a non-lethal attack against an enemy to possibly Daze them.
Attack/Save: Melee attack, Constitution
Recharge: Once per short rest.

PREPARE
Aplplies Prepared
Spend 7.5m of your Movement Speed to deal an additional amount damage with your melee weapon for the rest of the turn.
Recharge: Once per short rest.

PRESERVE LIFE
Evoke a healing energy that restores 3*3 hit ponts to allied creatures.
Has no effect on undead and constructs.

PRIMAL STAMPEDE
3~6 Damage
1d4+2 Bludgeoning
Charge forward, attacking all hostile creatures in your way. Deals 1d4+2 Bludgeoning damage and knocks targets Prone.
Availabble only when Raging.

PUSHING ATTACK (MELEE)
Spend a superiority die to deal X+Strength Modifier+1d8 damage type depending on the weapon used and possibly push the target back 4.5m.
Attack/Save: Strength

PUSHING ATTACK (RANGED)
Spend a superiority die to deal X+Strength Modifier+1d8 damage type depending on the weapon used and possibly push the target back 4.5m.
Attack/Save: Ranged Attack

RADIANCE OF THE DAWN
Harness the sun's divine power to dispel any magical darkness and deal Radiant to hostile creature.
On a successful saving throw, creatures only take half damage. Doesn't affect creatures that have total cover from you.

RAGE
While raging, you deal 2 extra damage with melee and improvised weapons, and when throwing objects.
You also have Resistance to physical damage, and Advatange on Strength checks and Saving Throws.
Rage ends early if you haven't attacked a creature or taken damage since your last turn.
10 turns.

RAGE: BEAR HEART
Go into a Rage that makes you tough enough to stand up to any punishment.
You can use Unrelenting Ferocity, and have Resistance to all damage except psychic damage.
Rage ends early if you haven't attacked a creature or taken damage since your last turn.
10 turns.

RAGE: EAGLE HEART
Go into a Rage that makes you near untouchable. You can use Diving Strike.
Foes also have Disadvantage on Opportunity Attacks against you, and you can use Dash as a bonus action.
Rage ends early if you haven't attacked a creature or taken damage since your last turn.
10 turns.

RAGE: ELK HEART
Go into a Rage that grants you extraordinary swiftness.
You can use Primal Stampede, and your Movement speed increases by 4.5m.
Rage ends early if you haven't attacked a creature or taken damage since your last turn.
10 turns.

RAGE: TIGER HEART
Go into a Rage that empowers your leaps.
You can use Tiger's Bloodlust, and your jump distance increases by 4.5m.
Rage ends early if you haven't attacked a cretaure or taken damage since your last turn.
10 turns.

RAGE: WOLF HEART
Go into a Rage so inciting it spurs on your allie.s
You can use Inciting Howl, and your allies have Advantage on melee Attack Rolls against enemies within 2m of you.
Rage ends early if you haven't attacked a creature or taken damage since your las turn.
10 turns

RALLY
Expend a superiority die to bolster the resolve of a friendly creature. It gains an additional 8 hit points.

RANGED ATTACK
Make a ranged attack to deal Piercing damage
Attack/Save: Ranged Attack

RECKLESS ATTACK
Throw all caution in the wind as you attack. You have Advantage on the Attack Roll and deal Weapon Damage Slashing Damage.
Until your next turn, you have Advantage on Attack Rolls, but enemies also have Advantage on Attack Rolls against you.

RESTORE BARDIC INSPIRATION
Play your instrument ti restire ibe if your Bardic Inspiration slots.

RUSH ATTACK
Inflicts Off Balance
Charge forwardand attack the first enemy in yourway, dealing damage and possibly pushing them Off Balance.
Attack/Save: Strength
Recharge: Once per Short Rest.

SHOVE
Try to push a target away. The distance you can shove a target depends on your Strength and the target's weight. Shoving depends on your Athletics, and the higher of the target's Athletics or Acrobatics. Shoving always succeeds if you're hidden or invisible.

SHROUDED IN SHADOW
Become Invisible. THe spell breaks if you attack, cast another spell, perform an Action, or take damage.
Concentration
Long Rest

SNEAK ATTACK (MELEE)
Exploit a foe's distraction to deal Melee Attack
Recharge: Once per turn
You have advantage, or another Enemy of the target is within 1.5 m of it and you don't have disadvantage.

SNEAK ATTACK (RANGED)
Exploit a foe's distraction to deal Piercing damage.
Attack/Save: Ranged Attack
Recharge: Once per turn
You have advantage, or another Enemy of the target is within 1.5 m of it and you don't have disadvantage.

SONG OF REST
Soothe those around you with your craft.
You and your allies are revitalised as though you would have taken a short rest.

SPRINT
Rush ahead in a straight line. Reduces the duration of your Momentum by 1 turn.
Doesn't provoke Opportunity Attacks
STAGE FRIGHT
2d6 Psychic (Conditional)
Drown your enemy in an overwhelming fear of failure. They receive Disadvantage on Attack Rolls and take damage each time they miss an Attack Roll.
They overcome their Stage Fright when they succeed an Attack Roll.

SUMMON COMPANION
Gain a beast companion that accompamies you on your adventures and fights alongside you.

TIGER'S BLOODLUST
Lash out to attack up to 3 enemies at once. They each take half the damage your weapon usually deals and start to Bleed.
Available only when Raging.

TOGGLE NON-LETHAL ATTACKS
Knock someone Unconscious instead of killing them. Must be unarmed or using a melee weapon. Doesn't work on undead and constructs.

TOPPLE
Inflicts Prone. Swipe at a creature to knock it Prone.
Attack/Save: Dexterity
Recharge: Once per short rest

TRIP ATTACK (MELEE)
Spend a superiority die to deal X + Strength Modifier + 1d8 damage and possibly knock the target Prone.
Attack/Save: Strength

TRIP ATTACK (RANGED)
Spend a superiority die to deal X + Dexterity Modifier + 1d8 damage and possibly knock the target Prone.
Attack/Save: Ranged Attack

TURN UNDEAD
Inflicts Turned. Present your holy symbol and pray. Each undead that can see or hear you is forced to flee from you.

UNRELENTING FEROCITY
You are stronger than you think. Muster up your stamina to heal 1d8+2 hit points.
Available only when Raging

VAMPIRE BITE
You suck the blood from a living creature and regain 2d4 hit points. The target takes 2d4 Piercing damage, unless it is unconscious or you are Hiding. Biting a creature does not break stealth.
Recharge: Once per Short Rest.

VOICE OF THE CIRCLE
Applies Voice of the Circle
Grant an ally a +2 bonus on Persuasion Ckecks.
Recharge: Once per Short Rest.

WEAKENING STRIKE
Target an enemy's hands with a non-lethal attack to deal damage and possibly inflict Weak Grip.
STR
Short Rest
Creatures without weapons can't have Weak Grip.

WILD SHAPE ACTION
Magically assume the shape of a beast. While in animal shape, you can't talk or cast spells.
You take on the game statistics of your beast form -excluding your Intelligence, Wisdom, and Charisma scores. When your beast form drops to 0 hit points, you revert to your normal form, with the number of hit points you had before transforming. If your hit points dropped below 0 in beast form, that damage is applied after you revert. Spells that require concentration are not broken by turning into an animal. Your equipment merges into your animal form and won't have any effect until you revert.

WILD SHAPE: BADGER
Take the shape of a giant badegr that can burrow into the ground.
Your badger shape has 13 hit points.

WILD SHAPE: BEAR
Take the shape of a polar bear that can goad Enemies into attacking it.
Your bear shape has 30 hit points.

WILD SHAPE: CAT
Take the shape of a cat that can avoid attention or distract Enemies.
Your cat shape has 2 hit points.

WILD SHAPE: DEEP ROTHÉ
Take the shape of of a deep rothé that can casts dancing lights and charge its Enemies.
Your deep rothé shape has 23 hit points.

WILD SHAPE: DIRE RAVEN
Take the shape of of a dire raven that can avoid attention and Blind Enemies.
Your raven shape has 21 hit points.

WILD SHAPE: SPIDER
Take the shape of of a giant spider that can enweb Enemies.
Your spider shape has 20 hit points.

WILD SHAPE: WOLF
Take the shape of a dire wolf that can increase its allie's movement speed and leave its Enemies vulnerable.
Your wolf shape has 18 hit points.

Inkblot
Create a cloud of magical darkness and immediately attempt to Hide.
Creatures within the cloud are Heavily Obscured and Blinded. Creatures cannot make ranged attacks into or out of the darkness.

Divine Sense
Gain Advantage on Attack Rolls against celestials, fiends, and undead.

Lay on Hands
Use your blessed touch to heal a creature or cure it of all diseases and poisons.

Lay on Hands: Cure
Imbue your hands with divine power to cure all deseases and poisons affecting creatures.
No effect on undead and constructs.

Lay on Hands: Greater Healing
Imbue your hands with divine power to heal an ally.
No effect on undead and constructs.

Lay on Hands: Lesser Healing
Imbue your hands with divine power to heal an ally.
No effect on undead and constructs.

Turn the Faithless
Channel your Oath using ancient words to Turn nearby fey and friends

Nature's Wrath
Invoke primaeval forces to Restrain an enemy.

Spiteful Suffering
Steep an enemy in the darkness that churs within you.
The target takes 1d4+3 Necrotic damage each turn and Attack Rolls against it have Advantage.

Control Undead
Use the power of your Oath to gain control over an undead creature.

Dreadful Aspect
Let your darkest emotions burst forth as a menacing pulse to Frighten nearby enemies.

Holy Rebuke
Grant an ally a vengeful aura that deals 1d4 Radiant damage to anyone who hits them with a melee attack.

Sacred Weapon
Imbue the weapon in your main hand with positive energy to turn it into a Sacred Weapon.

Turn the Unholy
Channel your Oath and speak a prayer to Turn nearby friends and undead.

Healing Radiance
Heal yourself and all nearby allies for 5 hit points. Regain another 5 hit points next turn.

Horde Breaker (Melee)
Target two creatures standing close to each other. Attack the first creature and open the second for a follow-up strike.

Horde Breaker (Ranged)
Target two creatures standing close to each other. Shoot the first creature and open the second for a follow-up strike.

Cunning Action: Disengage
Focus on retreating safely. Moving won't provoke Opportunity Attacks.
1Turn
Inquisitor's Might
You or an ally's weapon attacks deal an additional 2 Radiant damage and can Daze enemies for 1 turn.

Second Wind
Draw on your stamina to heal yourself.
Magic Awareness
Anyone within range adds their Proficiency Bonus to Saving Throws against spells.
1 Turn
3m

Force Tunnel
Charge forward, pushing all objects and creatures in your path 4m away from you.
Doesn't Provoke Opportunity Attacks.
9m
Short Rest

Concentrated Blast
Your attacks deal an additional 1~4 Psychic damage, but you take 1~4 Psychic damage every turn.
10 turns
Short Rest

Transfuse Health
Sacrifice half your remaining hit points to heal a target for the same amount.

Charm (Illithid Power)
Channel the dark allure of the tadpole to Charm an enemy that attacks you, preventing them from attacking you until their next turn.

Stage Fright
Your targets have Disadvantage on Attack Rolls and take 2~12 Psychic damage each time they miss.
3 turns
Targets overcome their Stage Fright early when they succeed an Attack Roll.
18m
WIS Save
Short Rest

Perilous Stakes
Invest a creature with power that heals it when it attacks, but also make it Vulnerable to all damage.
3 turns
9m
Long Rest

Absorb Intellect
Gobble up a foe's intellect, lowering their Intelligence by 1 per turn and healing your wounds for 5 turns.
1 turn
9m
Short Rest

Mind Sanctuary
Sculpt a magical nexus that allows those within to take actions and bonus actions interchangeably.
3 turns
9m
Long Rest

Fracture Psyche
Invade a target's mind and disrupt its defenses. The target's Armour Class is reduced by l. If the target dies while its psyche is fractured, you can cast Shatter Psyche on another target.
5 turns
9m
INT Save
Short Rest

Mind Blast
Spew forth a conical wave of psychic energy that deals 4d8+5 damage and possibly Stun targets within.
Stun: 1 turn
14m
INT Save
Long Rest

Repulsor
Push anything and anyone back 6m and deal 2d6 damage.
On Save: Targets still take half damage.
6m
STR Save
Short Rest

Displacer Beast Shape
Transform into a displacer beast that can Displace itself and enemies, and has 85 hit points. You take on the attributes of a displacer beast, but maintain your Intelligence, Wisdom, and Charisma scores. When your displacer beast form drops to 0 hit points, you revert to your original form.
Until Long Rest
Long Rest
Anonymoushttps://baldursgate3.wiki.fextralife.com/Survival+Instinct and other ilithid powers missing!

Anonymouspfff.. Hide as a bonus action to everyone ? Why bother do a rogue then ? which is one of their boost in 5e... Let`s take it and give it to everyone.







































Blood Money
























































It's very sad to me that you cannot delay an action in this game because using actions in a specific sequence with your allies for maximum effect is one of my favorite things to do in actual DnD and without being able to delay/prepare an action, you're left at the mercy of the turn order. I feel like it would be really easy for them to program into the game as well. Just make it so if you end your turn while you still have an action, you can then interrupt the game to continue your turn with the resources you had left, similarly to the "cancel end turn" mechanic but allow me to do it at any point. Don't know if modders have looked into this but this would be a must-have for me
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