Builder’s Gate

Updated 2026-09-27

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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 rolls

    A d20 has twenty possible results, from 1 to 20. It is used to resolve attacks and many uncertain actions.

  • Ability scores and modifiers

    Ability scores describe a character’s strengths. Most rolls add the ability modifier, rather than the score itself.

  • Proficiency

    Proficiency adds your proficiency bonus to the relevant weapon attacks, skills, or saving throws.

  • Attack rolls

    An attack roll decides whether an attack hits. The total must meet or exceed the target’s Armour Class.

  • Armour Class

    A higher Armour Class makes attacks that use attack rolls less likely to hit you.

  • Hit chance

    Hit chance is the probability that the selected attack will hit its target. It can change even when you use the same weapon.

  • Advantage and Disadvantage

    With 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 points

    Hit 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.

  • Actions

    An action is a resource used for attacks, spells, and other abilities. You normally have one per turn.

  • Bonus actions

    A bonus action is a resource separate from your action.

  • Movement speed

    Movement speed determines how far you can move on your turn.

  • Saving throws

    A saving throw determines whether you resist or avoid a harmful effect, such as a spell or trap.

  • Downed and death saving throws

    A 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 slots

    Spell slots are resources spent to cast spells, separate from the action cost.

  • Cantrips

    Cantrips 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.

  • Reactions

    A reaction is an action available when a particular trigger occurs, including on another creature’s turn.

  • Ability checks

    Ability checks resolve attempts during conversation, exploration, and other activities.

  • Resistance, Vulnerability, and Immunity

    Resistance halves damage of the relevant type, Vulnerability doubles it, and Immunity prevents that damage.

  • Expertise

    Expertise doubles the proficiency bonus for the affected skill.

  • Spell save Difficulty Class

    Spell 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.

  • Dash

    Dash 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 spells

    Some spells require the caster to hit; others require the target to resist.

  • Concentration

    Concentration keeps certain spell effects active. One character can maintain only one Concentration effect at a time.

  • Upcasting

    Some 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 slots

    Warlock 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.