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== Common resources == | == Common resources == | ||
Common resources are resources available to all creatures | Common resources are resources available to all creatures: | ||
{{ | {{horizontal list| | ||
* {{SmallIcon|Action Icon.png}} Action | |||
* {{SmallIcon|Bonus Action Icon.png}} Bonus action | |||
* {{SmallIcon|Reaction Icon.png}} Reaction | |||
* {{SmallIcon|Movement Speed Icon.png}} Movement speed}} | |||
A creature's common resources recharge at the start of its turn. | |||
=== Actions === | |||
{{main|Actions}} | |||
Most actions require the acting creature to expend one or more resources, usually at least one of the three common resources associated with actions. | |||
Creatures have one charge per turn for each of three resources, by default. However, there are multiple [[List of sources of additional resources|ways of gaining additional charges]]. | |||
: | Some actions, such as those that grant additional Action resources, do not require any common resources to be expended. | ||
==== Action ==== | |||
: {{ | {{blockquote|Your primary resource in combat.}} | ||
The Action resource is the most common resource expended to take actions, and is required by most actions in the game. | |||
==== Bonus action ==== | |||
{{blockquote|Your secondary resource in combat.}} | |||
Some actions, frequently referred to as ''bonus actions'', require a Bonus Action to be expended when taken. | |||
Some [[features|class features]] allow a creature to take specific actions by expanding a Bonus Action even when they would normally be required to expend an Action to take them | |||
Additionally, a few actions require {{em|both}} an Action and a Bonus action to be expended when they are taken. | |||
==== Reaction ==== | |||
{{main|Actions#Reactions}} | |||
{{blockquote|Reactions such as [[Opportunity Attack]], are responses you can have to events. Reactions can trigger both during and outside of your turn.}} | |||
The Reaction resource is expended by creatures when taking reactions, which are actions that a creature is promoted to take in response to certain triggers, either on their own turn or another creature's. | |||
Some reactions {{em|do not}} require a creature to expend a Reaction. These are usually class features that are triggered under specific circumstances, often as part of making an [[Attacks|attack]], such as when a [[rogue]] is prompted to make a [[Sneak Attack]] or when a [[paladin]] is prompted to use [[Divine Smite]]. | |||
=== Movement speed === | |||
{{blockquote|How far you can move each turn.}} | |||
A creature's movement speed determines how far they may move per turn, on a 1:1 ratio. | |||
A creature's [[race]] determines whether their default movement speed is ''slow'', ''normal'' or ''fast'': | |||
* Slow: {{distance|m=7.5|ft=25}} | |||
* Normal: {{distance|m=9|ft=30}} | |||
* Fast: {{distance|m=10.5|ft=35}} | |||
Most playable races have normal movement speed, but [[dwarf|dwarves]], [[halfling|halflings]] and [[gnome|gnomes]] have slow movement speed, whereas [[Elf#Wood elf|wood elves]] and [[Half-elf#Wood half-elf|wood half-elves]] have fast movement speed. | |||
Some [[conditions]] temporarily increase or decrease a creature's movement speed, and all creatures can [[Dash]] to double their movement speed for that turn. There are also multiple [[List of sources of movement speed|ways of increasing movement speed]], both temporarily and permanently. | |||
== Spell slots == | == Spell slots == | ||
Spell slots are | Spell slots are expended by casters to cast [[spells]] they know. Each spell slot also has a level which determines what level of spells it can be expended to cast. | ||
Spell slots come in two variants: | |||
* {{SmallIcon|4 Level 1 Spell Slots.png}} Spell slots, granted by classes with the [[Spells#Spellcasters|classes with the Spellcasting feature]]. | |||
* {{SpellSlot|1 Warlock|2|w=24}} Warlock spell slots, which come from the [[Pact Magic]] feature that [[warlocks]] receive. | |||
{{ | |||
; {{ | === Spellcasting spell slots === | ||
{{blockquote|Uses to cast spells.}} | |||
: | Ordinary spell slots exist in levels 1-6 and come from the Spellcasting feature. They replenish on taking a long rest. | ||
Spellcasting spell slots can also be used to cast warlock spells if the caster has expended all their warlock spell slots. | |||
=== Warlock spell slots === | |||
{{blockquote|Uses to cast Warlock spells.}} | |||
Warlock spell slots come from the Pact Magic feature and replenish on taking a short rest. Unlike spell slots from the Spellcasting feature, warlock spell slots are always the highest level available, and spells cast with them are [[upcast|upcasted]] accordingly. However, warlock spell slots only exist in levels 1-6, and cannot be used to cast 6th level spells. | |||
Warlock spell slors can also be used to cast normal spells if the castsd has no Spellcasting spell slots left. | |||
== List of resources == | |||
{| class="wikitable" style="width:100%;" | | |||
! Name !! Recharge !! Description !! Source | |||
|- | |||
! scope="row" style="font-weight:normal;" | Action | |||
| {{Recharge|Turn}} || Primary resource expended to take actions || Common resource | |||
|- | |||
! scope="row" style="font-weight:normal;" | Bonus action | |||
| {{Recharge|Turn}} || Secondary resource expendes to take actions || Common resource | |||
|- | |||
! scope="row" style="font-weight:normal;" |Reaction | |||
| {{Recharge|Turn}} || Expended to take some reactions || Common resource | |||
|- | |||
! scope="row" style="font-weight:normal;" |Movement speed | |||
| {{Recharge|Turn}} || Maximum distance a creature can move on their turn || Common resource | |||
|- | |||
! scope="row" style="font-weight:normal;" |Spell slots | |||
| {{SmallIcon|Recharge Icons.png}} Recharge: Long rest || Used to cast spells || Class feature: [[Spellcasting]] | |||
|- | |||
! scope="row" style="font-weight:normal;" |Warlock spell slots | |||
| {{SmallIcon|Recharge Icons.png}} Recharge: Short rest || Used to cast spells || Class feature: [[Pact Magic]] | |||
|- | |||
|} | |||
== Lists of class feature resources == | == Lists of class feature resources == |
Revision as of 15:42, 25 December 2023
Resources are expendable units in Baldur's Gate 3 that determine what a creature is able to do at any given time, as well as how long they must wait before they are able to do it again.
Depleted resources must recharge in order for them to he used again. Resource always recharge on taking a long rest, but some recharge on taking a short rest, or at the beginning of the creature's turn.
A resource that recharges at the start of the turn used outside turn-based mode or combat will recharge almost immediately after use. If used to initiate or enter combat it will not recharge.
All creatures have a set of common resources available to them, and most other resources are gained together with the actions or features that use them.
Common resources
Common resources are resources available to all creatures:
- Action
- Bonus action
- Reaction
- Movement speed
A creature's common resources recharge at the start of its turn.
Actions
Most actions require the acting creature to expend one or more resources, usually at least one of the three common resources associated with actions.
Creatures have one charge per turn for each of three resources, by default. However, there are multiple ways of gaining additional charges.
Some actions, such as those that grant additional Action resources, do not require any common resources to be expended.
Action
“ | Your primary resource in combat. |
„ |
The Action resource is the most common resource expended to take actions, and is required by most actions in the game.
Bonus action
“ | Your secondary resource in combat. |
„ |
Some actions, frequently referred to as bonus actions, require a Bonus Action to be expended when taken.
Some class features allow a creature to take specific actions by expanding a Bonus Action even when they would normally be required to expend an Action to take them
Additionally, a few actions require both an Action and a Bonus action to be expended when they are taken.
Reaction
“ | Reactions such as Opportunity Attack, are responses you can have to events. Reactions can trigger both during and outside of your turn. |
„ |
The Reaction resource is expended by creatures when taking reactions, which are actions that a creature is promoted to take in response to certain triggers, either on their own turn or another creature's.
Some reactions do not require a creature to expend a Reaction. These are usually class features that are triggered under specific circumstances, often as part of making an attack, such as when a rogue is prompted to make a Sneak Attack or when a paladin is prompted to use Divine Smite.
Movement speed
“ | How far you can move each turn. |
„ |
A creature's movement speed determines how far they may move per turn, on a 1:1 ratio.
A creature's race determines whether their default movement speed is slow, normal or fast:
- Slow: 7.5 m / 25 ft
- Normal: 9 m / 30 ft
- Fast: 10.5 m / 35 ft
Most playable races have normal movement speed, but dwarves, halflings and gnomes have slow movement speed, whereas wood elves and wood half-elves have fast movement speed.
Some conditions temporarily increase or decrease a creature's movement speed, and all creatures can Dash to double their movement speed for that turn. There are also multiple ways of increasing movement speed, both temporarily and permanently.
Spell slots
Spell slots are expended by casters to cast spells they know. Each spell slot also has a level which determines what level of spells it can be expended to cast.
Spell slots come in two variants:
- Spell slots, granted by classes with the classes with the Spellcasting feature.
- Warlock spell slots, which come from the Pact Magic feature that warlocks receive.
Spellcasting spell slots
“ | Uses to cast spells. |
„ |
Ordinary spell slots exist in levels 1-6 and come from the Spellcasting feature. They replenish on taking a long rest.
Spellcasting spell slots can also be used to cast warlock spells if the caster has expended all their warlock spell slots.
Warlock spell slots
“ | Uses to cast Warlock spells. |
„ |
Warlock spell slots come from the Pact Magic feature and replenish on taking a short rest. Unlike spell slots from the Spellcasting feature, warlock spell slots are always the highest level available, and spells cast with them are upcasted accordingly. However, warlock spell slots only exist in levels 1-6, and cannot be used to cast 6th level spells.
Warlock spell slors can also be used to cast normal spells if the castsd has no Spellcasting spell slots left.
List of resources
Name | Recharge | Description | Source |
---|---|---|---|
Action | Recharge: Turn | Primary resource expended to take actions | Common resource |
Bonus action | Recharge: Turn | Secondary resource expendes to take actions | Common resource |
Reaction | Recharge: Turn | Expended to take some reactions | Common resource |
Movement speed | Recharge: Turn | Maximum distance a creature can move on their turn | Common resource |
Spell slots | Recharge: Long rest | Used to cast spells | Class feature: Spellcasting |
Warlock spell slots | Recharge: Short rest | Used to cast spells | Class feature: Pact Magic |
Lists of class feature resources
Recharge on long rest
- Arcane Recovery Charges
- Used and aquired by s. You get 1-6 charges.
- Bardic Inspiration Charges
- Used and aquired by s. Exists as d6, d8 and d10 variants. At bard level 6 they recharge on short rests. You get 3-5 charges.
- Fungal Infestation Charges
- Used and aquired by s. You get 4 charges.
- Lay on Hands Charges
- Used and aquired by s. You get 3-5 charges.
- Natural Recovery Charges
- Used and aquired by s. You get 1 charge that becomes more powerful for each druid level.
- Rage Charges
- Used and aquired by s. You get 2-5 charges
- Sorcery Points
- Used and aquired by s. You can also use them for Metamagic and . You get 4-6 points. You can create more with .
- War Priest Charges
- Used and aquired by s. You get 3-6 charges.
Recharge on short rest
- Channel Divinity Charges
- Used and aquired by s. You get 1-2 charges.
- Channel Oath Charges
- Used and aquired by s. You get 1 charge.
- Superiority Dice
- Used and aquired by s and the feat. Exists as d8 and d10 variants. You get 4-5 from Battle Master and 1 from Martial Adept.
- Ki Points
- Used and aquired by s. You get 2-13 points. Can be restored with and .
- Tides of Chaos Charges
- Used and aquired by s. This resource does not display over your hotbar. You get 1 charge.
- Wild Shape Charges
- Used and aquired by s. You get 2 charges.
Other resources
- Used and aquired by the feat. You get 3 points.
- Shadow Spell Slots
- Recharge: Long rest
- Eyestalk Action
- Recharge: Turn
- Resource exclusive to the Spectator enemy. They have 2.
Hidden resources
These are resources that are used in-game but are not visible anywhere.
- Deflect Missiles Charges
- Sneak Attack Charges
- Recharge: Turn
- Legendary Resistance Charges
- Recharge: Turn
Unused resources
These are resources that are in the game files and can be accessed via third-party tools, but have no use in-game.
- Astral Manipulation Point
- Recharge: Turn
- Aquired by the Loosened Gravity condition. This condition can only be accessed via third-party tools, and it supposed to give you the "Astral Manipulation" action together with the Astral Manipulation Point. The "Astral Manipulation" action is referred to in the game files but does not exist. Attempting to use this resource will crash your game.
- Hit Dice
- Recharge: Long rest
- Used by the class action . This action is not accesible in-game without third-party tools and using it will result in your game crashing.
- Ritual Point
- Recharge: Long rest
- This resource is restored every long rest, but can not be obtained without third-party tools and has no use.
- Weapon Action Point
- Recharge: Short rest
- This resource is restored every short rest, but can not be obtained without third-party tools and has no use.