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| [[Superior Darkvision]] out to 80 ft* || [[Darkvision (Passive Feature)|Darkvision]] out to 40 ft || [[Darkvision (Passive Feature)|Darkvision]] out to 40 ft | | [[Superior Darkvision]] out to 80 ft* || [[Darkvision (Passive Feature)|Darkvision]] out to 40 ft || [[Darkvision (Passive Feature)|Darkvision]] out to 40 ft | ||
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| Duergar Magic granting the ability to cast [[Enlarge/Reduce]] on self once per Long Rest starting at 3rd Level, and [[Invisibility]] on self once per combat || [[Dwarven Toughness]] granting one additional hit point per character level || [[Proficiency]] in Light and Medium Armor | | Duergar Magic granting the ability to cast [[Enlarge/Reduce]] on self once per Long Rest starting at 3rd Level, and [[Invisibility (Duergar)|Invisibility]] on self once per combat || [[Dwarven Toughness]] granting one additional hit point per character level || [[Proficiency]] in Light and Medium Armor | ||
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| Duergar resilience granting [[advantage]] on [[Saving Throw|saving throws]] against illusions as well as being [[Charmed (Condition)|Charmed]] or [[Paralysed (Condition)|Paralyzed]]. || - || - | | Duergar resilience granting [[advantage]] on [[Saving Throw|saving throws]] against illusions as well as being [[Charmed (Condition)|Charmed]] or [[Paralysed (Condition)|Paralyzed]]. || - || - | ||
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The Gold Dwarves' additional HP per level goes ok with classes that get up close in melee, but isn't typically held in that high of regard except maybe on wildshaping druids which also gets the extra health benefits. Combine this with the tough [[Feats|feat]] on a [[Barbarian|barbarian]] to make a super tank. The Shield Dwarves' additional armor proficiencies go great on characters like squishy casters such as [[wizard|wizards]], [[sorcerer|sorcerers]], lore [[bard|bards]], and [[warlock|warlocks]] as it allows you to leave your [[Dexterity]] at 14 and wear medium armor for an overall [[Armour Class|armor class]] of 16 before accounting for magical bonuses. This combined with dwarven weapon proficiencies makes it feasible (but far from ideal unless you have access to spells likely not to be in BG3 without mods) to make a melee [[Sorcerer|sorcerer]] or [[Wizard|wizard]] character. And lastly the Duergar's Enlarge ability goes great with a melee class that gets multiple attacks such as a monk. Normally in tabletop the bonus damage from [[Enlarge|enlarge]] does not apply to unarmed strikes but in BG3 you are able to apply this additional damage. | The Gold Dwarves' additional HP per level goes ok with classes that get up close in melee, but isn't typically held in that high of regard except maybe on wildshaping druids which also gets the extra health benefits. Combine this with the tough [[Feats|feat]] on a [[Barbarian|barbarian]] to make a super tank. The Shield Dwarves' additional armor proficiencies go great on characters like squishy casters such as [[wizard|wizards]], [[sorcerer|sorcerers]], lore [[bard|bards]], and [[warlock|warlocks]] as it allows you to leave your [[Dexterity]] at 14 and wear medium armor for an overall [[Armour Class|armor class]] of 16 before accounting for magical bonuses. This combined with dwarven weapon proficiencies makes it feasible (but far from ideal unless you have access to spells likely not to be in BG3 without mods) to make a melee [[Sorcerer|sorcerer]] or [[Wizard|wizard]] character. And lastly the Duergar's Enlarge ability goes great with a melee class that gets multiple attacks such as a monk. Normally in tabletop the bonus damage from [[Enlarge|enlarge]] does not apply to unarmed strikes but in BG3 you are able to apply this additional damage. | ||
The Duergar's [[ | The Duergar's [[Invisibility (Duergar)|Invisibility]] spell can be cast an unlimited number of times out of combat. It is the strongest racial feature in the entire game. If you build around abusing this spell then it is better than Halfling Luck, Gnome advantage on saving throws, or everything Githyanki gets. Proxy Gate Tactician on YouTube beat the game without killing anyone, largely due to this overpowered feature. | ||
== [[Elf|Elves]] == | == [[Elf|Elves]] == | ||
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{{FRWiki|Halfling}} Lore is extremely sparse. There is no information on when or where the first halflings appeared. They tend to have a sense of wanderlust and exploration moreso than even the elves, as well as a tendency towards finding mischief whether wittingly or not. They are known for their clan like social structure with an emphasis on family bonds. Some bands may settled down and make a small isolated village for a while before getting bored of it and packing up to leave with little worry or concern. Others will roam about and never settle down at all. The only major halfling settlement of {{FRWiki|Luiren}} was flooded as a result of the world shaking Spellplague as described in the [[Guide:Baldur's Gate 3 Races Guide#Dragonborn|Dragonborn Lore]] section and this further emphasizes the modern day halfling tendency to roam. | {{FRWiki|Halfling}} Lore is extremely sparse. There is no information on when or where the first halflings appeared. They tend to have a sense of wanderlust and exploration moreso than even the elves, as well as a tendency towards finding mischief whether wittingly or not. They are known for their clan like social structure with an emphasis on family bonds. Some bands may settled down and make a small isolated village for a while before getting bored of it and packing up to leave with little worry or concern. Others will roam about and never settle down at all. The only major halfling settlement of {{FRWiki|Luiren}} was flooded as a result of the world shaking Spellplague as described in the [[Guide:Baldur's Gate 3 Races Guide#Dragonborn|Dragonborn Lore]] section and this further emphasizes the modern day halfling tendency to roam. | ||
Besides the flooding of Luiren, the only other major Halfling lore event (which I doubt will be brought up in BG3) is the {{FRWiki|Hin_Ghostwar|Hin Ghostwar}}. "Hin" is another name for Halfling, and the Ghostwar is so named because the {{FRWiki|Strongheart_halfling|Strongheart Tribe}} and {{FRWiki|Lightfoot_halfling|Lightfoot Tribe}} teamed up and went to war with their {{FRWiki|Ghostwise_Halfling|Ghostwise Tribe}} brethren. Around year -100 DR (about 1,600 years before BG3) the druidic Ghostwise halflings were led by a cleric who came to worship the evil god of primal savagery and stalking, {{FRWiki|Malar}}. The cleric led her tribe to ruthlessly attack and torment wild creatures as well as other halflings from the Lightfoot and Strongheart Tribes. The Lightfoot and Strongheart tribes teamed together in the Hin Ghostwar to push the Ghostwise halflings back and killed their evil cleric. The surviving Ghostwise tribe members exiled themselves in shame for their actions under the clerics influence. While the [[Halfling#Strongheart_Halflings|Strongheart halflings]] were happy to continue living in and around Luiren, the [ | Besides the flooding of Luiren, the only other major Halfling lore event (which I doubt will be brought up in BG3) is the {{FRWiki|Hin_Ghostwar|Hin Ghostwar}}. "Hin" is another name for Halfling, and the Ghostwar is so named because the {{FRWiki|Strongheart_halfling|Strongheart Tribe}} and {{FRWiki|Lightfoot_halfling|Lightfoot Tribe}} teamed up and went to war with their {{FRWiki|Ghostwise_Halfling|Ghostwise Tribe}} brethren. Around year -100 DR (about 1,600 years before BG3) the druidic Ghostwise halflings were led by a cleric who came to worship the evil god of primal savagery and stalking, {{FRWiki|Malar}}. The cleric led her tribe to ruthlessly attack and torment wild creatures as well as other halflings from the Lightfoot and Strongheart Tribes. The Lightfoot and Strongheart tribes teamed together in the Hin Ghostwar to push the Ghostwise halflings back and killed their evil cleric. The surviving Ghostwise tribe members exiled themselves in shame for their actions under the clerics influence. While the [[Halfling#Strongheart_Halflings|Strongheart halflings]] were happy to continue living in and around Luiren, the [[Halfling#Lightfoot_halflings|Lightfoot halflings]] were horrified by the bloody events that had taken place at the hands of both the Ghostwise and the Strongheart tribes. They instead decided to set off and explore the continent of Faerun rather than stay with the awful memories of what had occurred. | ||
While I do say that Larian may not really include the above lore info, they did go out of their way to refer to Strongheart Halflings as such, rather than simply saying Stout halflings as they are known in the D&D 5e Player Handbook Rules. So perhaps they will keep it in mind. | While I do say that Larian may not really include the above lore info, they did go out of their way to refer to Strongheart Halflings as such, rather than simply saying Stout halflings as they are known in the D&D 5e Player Handbook Rules. So perhaps they will keep it in mind. | ||
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As with [[dwarf]] and [[gnome]], the halfling's movement speed penalty mostly hurts them when it comes to melee combat builds because this may make it more difficult to close the distance with their target, though this is not as important for ranged builds and can be somewhat offset by melee builds that get a movement speed bonus like [[Barbarian]] and [[Monk]]. Not having darkvision is a pretty significant detriment to this class which is something you'll have to keep in mind while playing in dark areas. Brave giving them [[advantage]] on saving throws against being [[Frightened (Condition)|frightened]] can be very helpful at high levels when creatures start having powerful effects that apply fear, but until then it is very situational. Their best ability is by far [[Halfling Luck]], as it gives you a chance to succeed on checks you would have otherwise failed. Halfling luck is further moderately buffed in BG3. Larian has implemented a controversial [[D&D_5e_Rule_Changes#Fundamental_Changes|rule change]] where a natural 1 on an [[Ability Check|ability check]] results in an automatic failure, even if your modifiers, proficiency bonus, [[Guidance|guidance]], etc. would put you over the DC of the check. This can cause you to fail a check which by the D&D 5e books you should have succeeded just because you rolled a 1. A halfling's ability to reroll natural ones reduces the likelihood of this Larian houserule hurting your character. This makes halfling a more tempting race for skill monkey character like [[Rogue|rogue]], [[Bard|bard]], [[Ranger|ranger]], or knowledge domain [[Cleric|cleric]]. | As with [[dwarf]] and [[gnome]], the halfling's movement speed penalty mostly hurts them when it comes to melee combat builds because this may make it more difficult to close the distance with their target, though this is not as important for ranged builds and can be somewhat offset by melee builds that get a movement speed bonus like [[Barbarian]] and [[Monk]]. Not having darkvision is a pretty significant detriment to this class which is something you'll have to keep in mind while playing in dark areas. Brave giving them [[advantage]] on saving throws against being [[Frightened (Condition)|frightened]] can be very helpful at high levels when creatures start having powerful effects that apply fear, but until then it is very situational. Their best ability is by far [[Halfling Luck]], as it gives you a chance to succeed on checks you would have otherwise failed. Halfling luck is further moderately buffed in BG3. Larian has implemented a controversial [[D&D_5e_Rule_Changes#Fundamental_Changes|rule change]] where a natural 1 on an [[Ability Check|ability check]] results in an automatic failure, even if your modifiers, proficiency bonus, [[Guidance|guidance]], etc. would put you over the DC of the check. This can cause you to fail a check which by the D&D 5e books you should have succeeded just because you rolled a 1. A halfling's ability to reroll natural ones reduces the likelihood of this Larian houserule hurting your character. This makes halfling a more tempting race for skill monkey character like [[Rogue|rogue]], [[Bard|bard]], [[Ranger|ranger]], or knowledge domain [[Cleric|cleric]]. | ||
A strongheart halfling's resilience will help them resist the very common poison damage and associated effects in combat. If you aren't doing a stealthy playthrough then they are a very good race to pick. But if you are doing a stealthy playthrough then Lightfoot Halfling is one of the best races in the game. Especially once somebody on your team has access to | A strongheart halfling's resilience will help them resist the very common poison damage and associated effects in combat. If you aren't doing a stealthy playthrough then they are a very good race to pick. But if you are doing a stealthy playthrough then Lightfoot Halfling is one of the best races in the game. Especially once somebody on your team has access to [[Pass Without Trace]] and [[Greater Invisibility]] spells. A Lightfoot Halfling under the effect of these spells is practically undetectable. | ||
== [[Human|Humans]] == | == [[Human|Humans]] == | ||
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The next subrace of Tieflings are Mephistopholes Tieflings, which have some tie to {{FRWiki|Mephistopheles}} who is the second greatest devil of all and the right hand of Asmodeous. As is typical for devils, Mephistopheles seeks to overthrow Asmodeous and take the throne of Lord of Devils for himself, but is too afraid of Asmodeous's rage to attempt anything without absolute certainty of success. Asmodeous is well aware of Mephistopholes's intentions. I have not seen much connecting Mephistopheles to the plot of BG3 so far. | The next subrace of Tieflings are Mephistopholes Tieflings, which have some tie to {{FRWiki|Mephistopheles}} who is the second greatest devil of all and the right hand of Asmodeous. As is typical for devils, Mephistopheles seeks to overthrow Asmodeous and take the throne of Lord of Devils for himself, but is too afraid of Asmodeous's rage to attempt anything without absolute certainty of success. Asmodeous is well aware of Mephistopholes's intentions. I have not seen much connecting Mephistopheles to the plot of BG3 so far. | ||
The last subrace of tieflings in BG3 are Zariel Tieflings, and there are a lot of references to {{FRWiki|Zariel}} in BG3. Zariel was once an angel and served {{FRWiki|Lathander}} god of light, where she was tasked to monitor the ever raging {{FRWiki|Blood War}} between Devils and Demons. Zariel wanted the angels and celestials to get involved and squash the demon and devil armies, but the celestials refused her requests. Nearly 150 years before the events of BG3 Zariel went rogue and came to the city of {{FRWiki|Elturel}} in the {{FRWiki|Sword Coast}} region of Faerun, where she hand trained a militia to enter the upper most realm of the Nine Hells named {{FRWiki|Avernus}} to take the fight to the Demons and Devils. However her forces were defeated and Zariel was knocked unconscious and captured. Zariel was brought to Asmodeous, who praised her for her battle prowess and presented her with the offer to become the Archdevil of Avernus so she could command the devil forces and take the fight to the demons. Zariel accepted this offer and was transformed from an angel to a Devil. Only a few of her militia survived and returned to Elturel. They became known as {{FRWiki|Hellriders}} and went on to train future generations of Elturel's defenders | The last subrace of tieflings in BG3 are Zariel Tieflings, and there are a lot of references to {{FRWiki|Zariel}} in BG3. Zariel was once an angel and served {{FRWiki|Lathander}} god of light, where she was tasked to monitor the ever raging {{FRWiki|Blood War}} between Devils and Demons. Zariel wanted the angels and celestials to get involved and squash the demon and devil armies, but the celestials refused her requests. Nearly 150 years before the events of BG3 Zariel went rogue and came to the city of {{FRWiki|Elturel}} in the {{FRWiki|Sword Coast}} region of Faerun, where she hand trained a militia to enter the upper most realm of the Nine Hells named {{FRWiki|Avernus}} to take the fight to the Demons and Devils. However her forces were defeated and Zariel was knocked unconscious and captured. Zariel was brought to Asmodeous, who praised her for her battle prowess and presented her with the offer to become the Archdevil of Avernus so she could command the devil forces and take the fight to the demons. Zariel accepted this offer and was transformed from an angel to a Devil. Only a few of her militia survived and returned to Elturel. They became known as {{FRWiki|Hellriders}} and went on to train future generations of Elturel's defenders. | ||
There are more recent events with regards to Zariel and tieflings which will spoil events revealed in the [https://www.dndbeyond.com/sources/bgdia Baldur's Gate: Descent into Avernus] tabletop campaign module. | There are more recent events with regards to Zariel and tieflings which will spoil events revealed in the [https://www.dndbeyond.com/sources/bgdia Baldur's Gate: Descent into Avernus] tabletop campaign module. | ||
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It turns out that the surviving Hellriders were not as brave as they claimed. They were overwhelmed by the terrors of Avernus and instead fled shutting the Avernus portal behind them, trapping Zariel and the brave Hellriders with her in hell. The survivors never revealed this secret to anyone, claiming they fought bravely until the fight was clearly lost. But Zariel did not forget, and kept an eye open for a chance to get revenge. About 50 years before the events of BG3 that opportunity came. The city of Elturel came under the control of vampires, and a man named {{FRWiki|Thavius Kreeg}} made a deal with Zariel to save the city and meanwhile look like the hero. A brilliant magical sun was placed over the city Elturel and destroyed the vampires within. This saving light remained over the city and came to be known as the Companion, and Thavius claimed he prayed to the gods who sent the Companion to save them in the city's time of need. In fact he had made a deal to control the city and then use that authority to sell the city to Zariel in 50 years. When that time came the companion turned black and pulled the city Elturel off of the face of Faerun, where it appeared in Avernus as it slowly lowered to the river Styx which would make all of Elturel's citizens easily convertible into devils in Zariel's army. The events of Baldur's Gate: Descent into Avernus revolve around figuring out what happened to Elturel and saving the city. The canon ending is that Elturel is saved but Zariel remains the archdevil of Avernus. When Elturel returned to Toril the city's inhabitants took a xenophobic stance towards tieflings, senselessly fearing their ties to devils. As a result most tieflings from the city have left the city in search of a new home. {{FRWiki|Ulder Ravenguard}} the Grand Duke of the city Baldur's Gate was present in Elturel when these events unfolded and he played a role in saving the city. The city of Baldur's Gate will also be impacted by Tiefling refugees who are leaving nearby Elturel. | It turns out that the surviving Hellriders were not as brave as they claimed. They were overwhelmed by the terrors of Avernus and instead fled shutting the Avernus portal behind them, trapping Zariel and the brave Hellriders with her in hell. The survivors never revealed this secret to anyone, claiming they fought bravely until the fight was clearly lost. But Zariel did not forget, and kept an eye open for a chance to get revenge. About 50 years before the events of BG3 that opportunity came. The city of Elturel came under the control of vampires, and a man named {{FRWiki|Thavius Kreeg}} made a deal with Zariel to save the city and meanwhile look like the hero. A brilliant magical sun was placed over the city Elturel and destroyed the vampires within. This saving light remained over the city and came to be known as the Companion, and Thavius claimed he prayed to the gods who sent the Companion to save them in the city's time of need. In fact he had made a deal to control the city and then use that authority to sell the city to Zariel in 50 years. When that time came the companion turned black and pulled the city Elturel off of the face of Faerun, where it appeared in Avernus as it slowly lowered to the river Styx which would make all of Elturel's citizens easily convertible into devils in Zariel's army. The events of Baldur's Gate: Descent into Avernus revolve around figuring out what happened to Elturel and saving the city. The canon ending is that Elturel is saved but Zariel remains the archdevil of Avernus. When Elturel returned to Toril the city's inhabitants took a xenophobic stance towards tieflings, senselessly fearing their ties to devils. As a result most tieflings from the city have left the city in search of a new home. {{FRWiki|Ulder Ravenguard}} the Grand Duke of the city Baldur's Gate was present in Elturel when these events unfolded and he played a role in saving the city. The city of Baldur's Gate will also be impacted by Tiefling refugees who are leaving nearby Elturel. | ||
</noinclude> | </noinclude> | ||
====World Interactions==== | ====World Interactions==== |