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Gameplay mechanics: Difference between revisions

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(Created page with "== Actions == * Action * Bonus Action * Reaction == Spells == * All Spells ** All Cantrips ** All 1<sup>st</sup> Level Spells ** All 2<sup>nd</sup> Level Spells == Feats == * Ability Score Increase ** Increase one Ability by 2, or two Abilities by 1. You can't increase an Ability above 20 using this feature. * Athlete ** Increase Strength or Dexterity by 1, to a maximum of 20. When you are Prone, standing up uses less movement. * Defensive Duelist ** When you are...")
 
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* Ability Score Increase
* Ability Score Increase
** Increase one Ability by 2, or two Abilities by 1. You can't increase an Ability above 20 using this feature.
** Increase one [[Abilities Scores|Ability]] by 2, or two [[Abilities Scores|Abilities]] by 1. You can't increase an Ability above 20 using this feature.


* Athlete
* Athlete
** Increase Strength or Dexterity by 1, to a maximum of 20. When you are Prone, standing up uses less movement.
** Increase [[Strength]] or [[Dexterity]] by 1, to a maximum of 20. When you are [[Prone]], standing up uses less movement.


* Defensive Duelist
* Defensive Duelist
** When you are attacked with a melee attack, you use your reaction to increase your Armour Class by 2, potentially causing the attack to miss. Prerequisite: you must be wielding a Finesse Weapon with which you are Proficient.
** When you are attacked with a melee attack, you use your reaction to increase your [[Armour Class]] by 2, potentially causing the attack to miss. Prerequisite: you must be wielding a [[Finesse Weapon]] with which you are Proficient.


* Dual Wielder
* Dual Wielder
** Gain a +1 bonus to Armour Class while wielding a melee weapon in each hand. You can use two-weapon fighting even if your weapons aren't light.
** Gain a +1 bonus to [[Armour Class]] while wielding a melee weapon in each hand. You can use two-weapon fighting even if your weapons aren't [[Light|light]].


* Great Weapon Master
* Great Weapon Master
** When an attack with a Melee Weapon scores a Critical Hit or kills a creature, you can make another Melee Weapon Attack as a Bonus Action.
** When an attack with a Melee Weapon scores a Critical Hit or kills a creature, you can make another Melee Weapon Attack as a [[Bonus Action]].


* Heavily Armored (Requires Proficiency with Medium Armor)
* Heavily Armored (Requires Proficiency with Medium Armor)
** Gain Armour Proficiency with Heavy Armour and increase your Strength by 1, to a maximum of 20.
** Gain [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Heavy Armor|Heavy Armour]] and increase your [[Strength]] by 1, to a maximum of 20.


* Lightly Armored
* Lightly Armored
** Gain Armour Proficiency with Light Armour and increase your Strength or Dexterity by 1, to a maximum of 20.
** Gain [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Light Armor|Light Armour]] and increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.


* Magic Initiate: Cleric
* Magic Initiate: Cleric
** Learn 2 Cantrips and a 1st-level Spell from the Cleric spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Wisdom.
** Learn 2 Cantrips and a 1st-level Spell from the Cleric spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Wisdom]].


* Magic Initiate: Druid
* Magic Initiate: Druid
** Learn 2 Cantrips and a 1st-level Spell from the Druid spell list. You can cast the 1st-level Spell once pe Long Rest. Your Spellcasting Modifier for all three spells is Wisdom.
** Learn 2 Cantrips and a 1st-level Spell from the Druid spell list. You can cast the 1st-level Spell once pe Long Rest. Your Spellcasting Modifier for all three spells is [[Wisdom]].


* Magic Initiate: Sorcerer
* Magic Initiate: Sorcerer
** Learn 2 Cantrips and a 1st-level Spell from the Sorcerer spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma.
** Learn 2 Cantrips and a 1st-level Spell from the Sorcerer spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Charisma]].


* Magic Initiate: Warlock
* Magic Initiate: Warlock
** Learn 2 Cantrips and a 1st-level Spell from the Warlock spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma.
** Learn 2 Cantrips and a 1st-level Spell from the Warlock spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Charisma]].


* Magic Initiate: Wizard
* Magic Initiate: Wizard
** Learn 2 Cantrips and a 1st-level Spell from the Wizard spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Intelligence.
** Learn 2 Cantrips and a 1st-level Spell from the Wizard spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Intelligence]].


* Martial Adept
* Martial Adept
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* Moderately Armored (Requires Proficiency with Light Armor)
* Moderately Armored (Requires Proficiency with Light Armor)
** You have Armour Proficiency with Medium Armour and shields, and your Strength or Dexterity increases by 1, to a maximum of 20.
** You have [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Medium Armor|Medium Armour]] and shields, and your [[Strength]] or [[Dexterity]] increases by 1, to a maximum of 20.


* Shield Master
* Shield Master
** Gain a +2 bonus to Dexterity Saving Throws when wielding a shield.
** Gain a +2 bonus to Dexterity Saving Throws when wielding a [[Shield|shield]].


* Skilled
* Skilled
** You gain Proficiency in 3 Skills of your choice.
** You gain Proficiency in 3 [[Character Creation#Skills|Skills]] of your choice.


* Tough
* Tough
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* Weapon Master
* Weapon Master
** Increase your Strength or Dexterity by 1, to a maximum of 20, and gain Proficiency with four weapons of your choice.
** Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20, and gain Proficiency with four [[Equipment#Weapons|weapons]] of your choice.

Revision as of 19:51, 6 January 2022

Actions

  • Action
  • Bonus Action
  • Reaction

Spells

  • All Spells
    • All Cantrips
    • All 1st Level Spells
    • All 2nd Level Spells

Feats

  • Ability Score Increase
    • Increase one Ability by 2, or two Abilities by 1. You can't increase an Ability above 20 using this feature.
  • Athlete
  • Defensive Duelist
    • When you are attacked with a melee attack, you use your reaction to increase your Armour Class by 2, potentially causing the attack to miss. Prerequisite: you must be wielding a Finesse Weapon with which you are Proficient.
  • Dual Wielder
    • Gain a +1 bonus to Armour Class while wielding a melee weapon in each hand. You can use two-weapon fighting even if your weapons aren't light.
  • Great Weapon Master
    • When an attack with a Melee Weapon scores a Critical Hit or kills a creature, you can make another Melee Weapon Attack as a Bonus Action.
  • Magic Initiate: Cleric
    • Learn 2 Cantrips and a 1st-level Spell from the Cleric spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Wisdom.
  • Magic Initiate: Druid
    • Learn 2 Cantrips and a 1st-level Spell from the Druid spell list. You can cast the 1st-level Spell once pe Long Rest. Your Spellcasting Modifier for all three spells is Wisdom.
  • Magic Initiate: Sorcerer
    • Learn 2 Cantrips and a 1st-level Spell from the Sorcerer spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma.
  • Magic Initiate: Warlock
    • Learn 2 Cantrips and a 1st-level Spell from the Warlock spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma.
  • Magic Initiate: Wizard
    • Learn 2 Cantrips and a 1st-level Spell from the Wizard spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Intelligence.
  • Martial Adept
    • Learn two maneuvers from the Battle Master archetype and receive 1 (additional) Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
  • Mobile
    • Your Movement Speed increases. When you use the Dash action, difficult terrain doesn't slow you down. Moreover, if you move after making a melee attack, you don't provoke an Opportunity Attack from your target.
  • Shield Master
    • Gain a +2 bonus to Dexterity Saving Throws when wielding a shield.
  • Skilled
    • You gain Proficiency in 3 Skills of your choice.
  • Tough
    • Hit point maximum increased by 2 for each level.
  • Weapon Master