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== Spell slots == | == Spell slots == | ||
{{main|Spells#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 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. | ||
Revision as of 23:30, 28 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. Resources always recharge on taking a long rest, but some also 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 along with the actions or features that use them.
Common resources
All creatures have access to a set of resources which are used to take actions and move, and which recharge at the start of a creature's 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:
- Action
- Recharge: turn (1 action)
- Primary combat resource
- Bonus action
- Recharge: turn (1 bonus action)
- Secondary combat resource
- Reaction
- Recharge: turn (1 reaction)
- Used to take reactions
By default creatures only have one charge per turn of each of these three resources, but 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.
Bonus Action
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 which normally require an Action by expending a Bonus Action instead. For example the Rogue class’s Cunning Action features allows a character to Dash, Disengage or Hide as a Bonus Action.
Additionally, a few actions require both an Action and a Bonus action to be expended when they are taken. This typically represents doing two things simultaneously, for example making a physical attack while casting a spell to enhance it (as with smite spells).
and otherReaction
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
Movement speed determines how far a creature can move on its 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
- Recharge: long rest (spell levels 1-6)
- Casters with the Spellcasting feature expend spell slots to cast any spells they know.
Spell slots, provided they are the right level, can be expended to cast any spells the caster knows, no matter the source.
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 5 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.