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Actions

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This article is about the game mechanic. For the resource, see Resources.

Actions are things a creature can do on their turn in Baldur's Gate 3. Actions are generally taken in order to deal damage or inflict harmful conditions, but they can also be taken to heal or aid allies.

A special form of action – known as a reaction – can be used as a response to certain triggers, including on the turns of other creatures.

Taking actions usually requires the acting creature to expend one of three resources:

 Action
 Bonus Action
 Reaction

Overview

Actions are categorised by their source:

Common actions
Common actions are actions available to all creatures.
Class actions
Class actions are actions available through features, such as those gained from classes or equipment.
Racial actions
Racial actions are actions available through racial features, and are exclusively gained from race.
Weapon actions
Weapon actions are actions available through equipping weapons.
Spells
Spells are cast by casters and by other creatures through the use of scrolls.
Situational actions
Situational actions unlock as a result of another ability, feature, or condition. It remains at the side of the character's hotbar until the conditions creating it expire. One such example is Forced Manoeuvre as a result of Manoeuvring Attack (Melee).

Resources

Creatures take actions in turn-based mode by expending one of two resources: Action or Bonus action.

Additionally, some actions require both of the two resources to be expended.

An additional resource – Reaction – is used to take conditional reactions on another creature's turn.

All creatures have 1 charge of each of the three resources that recharges at the beginning of each turn, but additional charges can be gained from various sources.

Exceptions

Additional actions
Abilities that allow a creature to take an additional action per turn – such as Action Surge Action Surgedo not consume the resource they provide.
Free attacks
classes that have the Extra Attack Extra Attack feature can make an additional attack on their turn after taking an Attack action, without spending another Action resource.

Reactions

Figure 1 - Active Reactions

Reactions are actions taken in response to a trigger, and can be taken even when triggered during another creature's turn. Some of these actions require the acting creature to expend a Reaction, whereas other "reactions" do not. Those that do not are player abilities which use the reaction mechanic to modify an action, such as adding damage to an attack (Divine Smite Divine Smite/Sneak Attack Sneak Attack) or attempting to change a miss into a hit with Reckless Attack Reckless Attack.[note 1]These abilities might consume a different resource, have limited use, or have a drawback.

The Reactions tab

Reactions Tab
Figure 2 - Reactions Tab

Reactions are managed for each character through the Reactions tab, located on the spellbook page of a character sheet. The tab can also be accessed immediately by pressing on one of the active reactions on the hotbar, or by pressing a hotkey (default: L).

Reactions can be set to be taken automatically, or the game can be set to prompt the player first.

If taking the reaction expends any resources, they are listed under the reaction's name.

Limitations

Creatures that are Dazed Dazed, Prone Prone, Stunned Stunned, Incapacitated Incapacitated or Surprised Surprised cannot take reactions.

Some spells – such as Shocking Grasp Shocking Grasp and Arms of Hadar Arms of Hadar – inflict specific conditions that prevent targeted creatures from taking reactions. However, these conditions do not prevent those creatures from taking reactions which do not consume the Reaction resource.

Examples of reactions

Spells

Class actions

Lists of common actions

Actions

Bonus Actions

Reaction

See also

Footnotes

  1. In the tabletop RPG which Baldur's Gate 3 is based on, many class features and abilities which are implemented as reactions in Baldur's Gate 3 are not Reactions in the tabletop game, but options that can be added to an action under conditions like "when you hit" or "After you roll the die, but before the outcome is determined." Reactions were added to the game fairly late in development and went through a few different implementations.