Core rules
68 entries
68 Baldur’s Gate 3 rules in learning order, from hit chance and critical hits to spells and equipment combinations.
Explore condition and equipment effects
Start at Stage 1, or search for an effect you have encountered. The stages follow what you need to understand first.
Stage 1 · Combat basics
Read the numbers and actions you encounter in your first fight.
d20 rollsA d20 has twenty possible results, from 1 to 20. It is used to resolve attacks and many uncertain actions.
Ability scores and modifiersAbility scores describe a character’s strengths. Most rolls add the ability modifier, rather than the score itself.
ProficiencyProficiency adds your proficiency bonus to the relevant weapon attacks, skills, or saving throws.
Attack rollsAn attack roll decides whether an attack hits. The total must meet or exceed the target’s Armour Class.
Armour ClassA higher Armour Class makes attacks that use attack rolls less likely to hit you.
Hit chanceHit chance is the probability that the selected attack will hit its target. It can change even when you use the same weapon.
Advantage and DisadvantageWith Advantage, roll two d20s and use the higher result. With Disadvantage, use the lower result.
- Critical hits
A critical hit rolls the attack’s damage dice twice. Flat damage bonuses are not doubled.
- Damage dice
1d8 means one eight-sided die. 2d6 means adding the results of two six-sided dice.
- Damage types
Damage types tell you which of the target’s resistances and vulnerabilities matter.
Hit pointsHit points show how much more damage a creature can withstand.
- Healing
Healing restores lost hit points.
- Turns and rounds
A turn is one creature’s opportunity to act. A round lets the creatures in combat take their turns.
ActionsAn action is a resource used for attacks, spells, and other abilities. You normally have one per turn.
Bonus actionsA bonus action is a resource separate from your action.
Movement speedMovement speed determines how far you can move on your turn.
Saving throwsA saving throw determines whether you resist or avoid a harmful effect, such as a spell or trap.
Downed and death saving throwsA Downed party member is not necessarily dead. Healing or Help can get them back up.
- Initiative
Initiative determines the order in which creatures act in combat.
- Short and Long Rests
Resting restores hit points and spent resources. Different resources require different rests.
Spell slotsSpell slots are resources spent to cast spells, separate from the action cost.
CantripsCantrips are spells that do not spend ordinary spell slots.
Stage 2 · Reading the situation
Choose your next action by checking the enemy and your surroundings.
- Temporary hit points
Temporary hit points are a separate pool lost before ordinary hit points.
ReactionsA reaction is an action available when a particular trigger occurs, including on another creature’s turn.
Ability checksAbility checks resolve attempts during conversation, exploration, and other activities.
Resistance, Vulnerability, and ImmunityResistance halves damage of the relevant type, Vulnerability doubles it, and Immunity prevents that damage.
ExpertiseExpertise doubles the proficiency bonus for the affected skill.
Spell save Difficulty ClassSpell save DC is the number an enemy must reach to resist your spell. A higher DC makes successful saves harder.
- Opportunity Attacks
Leaving an enemy’s melee reach can provoke an Opportunity Attack.
- Jump
Jump lets you cross gaps and obstacles or reach elevated ground.
DashDash gives you additional movement for the current turn.
- Disengage
Disengage prevents your movement from provoking Opportunity Attacks.
- Shove
Shove uses a bonus action to push a creature away.
- Extra Attack
Extra Attack lets you attack again after an eligible attack without spending another action.
- Incapacitation
Incapacitation describes the loss of the ability to act shared by several conditions.
- Hiding and line of sight
Hiding depends on enemy sight lines and the lighting around you.
- Darkvision
Darkvision helps a creature see in ordinary darkness.
- High and low ground
Attacking from higher ground can improve your chance to hit; attacking from below can reduce it.
- Difficult Terrain
Difficult Terrain makes movement cost more.
- Falling and Feather Fall
Falling from a height can cause damage. This matters when jumping or shoving as well.
- Removing conditions
Different conditions need different remedies. Healing, Help, and restoration spells are not interchangeable.
Spell attacks and saving-throw spellsSome spells require the caster to hit; others require the target to resist.
ConcentrationConcentration keeps certain spell effects active. One character can maintain only one Concentration effect at a time.
UpcastingSome spells gain damage, additional targets, or other benefits when cast with a higher-level slot.
- Ritual spells
Ritual spells do not spend spell slots when cast outside combat and turn-based mode.
- Known and prepared spells
Knowing a spell and having it ready to cast are not always the same.
Warlock spell slotsWarlock spell slots return on a Short Rest, and their available slot level increases together.
- Finesse weapons
A Finesse weapon can use the higher of Strength and Dexterity for its attack and damage modifiers.
- Versatile weapons
Versatile weapons can be wielded with one hand or two.
- Dual wielding and off-hand attacks
Dual wielding uses a weapon in each hand. An ordinary off-hand attack costs a bonus action.
- Thrown weapons
Weapons with the Thrown property can use their weapon damage when thrown.
- Armour proficiency
You may be able to equip armour without proficiency, but doing so can hinder combat and spellcasting.
Stage 3 · Combining effects
Learn how one effect changes the result of another.
- Magical Darkness and light
Magical Darkness can block sight and ranged attacks in ways ordinary darkness does not.
- Surfaces and clouds
Surfaces and clouds remain in an area and can affect creatures moving through it.
- Stacking
Repeated effects may grow stronger, last longer, replace one another, or fail to combine.
- Sneak Attack
Sneak Attack adds damage to qualifying Finesse or ranged weapon attacks.
- Great Weapon Master
Great Weapon Master can trade accuracy for damage on qualifying attacks.
- Sharpshooter
Sharpshooter removes the low-ground penalty for ranged weapon attacks and offers an accuracy-for-damage toggle.
- Frenzy and Frenzied Strain
Frenzy enables additional bonus-action attacks, but some choices carry a cost.
Stage 4 · Exceptions and timing
Check stacking limits, trigger timing, and difficulty differences.
- Passive checks
In some contests, one side uses a fixed score instead of rolling a die.
- Natural die results and totals
The number on a die and the final total after bonuses are different.
- Flat damage reduction
Flat damage reduction subtracts a specified amount when its conditions apply.
- Casting from scrolls and equipment
Scroll and equipment spells can use a different spellcasting ability from your normal class spells.
- Attack, hit, and damage triggers
Making an attack, landing a hit, and dealing damage are different triggers.
- Refreshing conditions and expiry
Reapplying a condition may extend it, replace its duration, or leave the existing condition unchanged.
- Lowering the critical-hit threshold
Lowering the required die result increases the set of rolls that can produce a critical hit.
- Extra actions in Honour Mode
Honour Mode changes some interactions between extra actions and Extra Attack.
- Extra damage in Honour Mode
Honour Mode restricts some interactions where added damage triggers further damage bonuses again.