All Classes in Baldur’s Gate 3

The newest version of the popular RPG franchise Baldur’s Gate got quite the hype during its early access and has skyrocketed in popularity since its release. According to Steam statistics, it has reached an admirable seventh place in top concurrent players of all time, settling to just under 900,000 peak players. It’s an astonishingly ambitious entry in the long-standing series within the Dungeons and Dragons universe and the brainchild of Larian Studios, known for the Divinity series.

All Classes in Baldur’s Gate 3

Whether you’re a first-timer in the world of Baldur’s Gate or a long-time D&D player, this guide will help you choose the perfect class(es) that will make your playthroughs fresh and exciting.

A Quick Glance at the Classes and Subclasses

Here’s a list of all currently-present classes in BG3 and their subclasses:

  • Barbarian: [Path of the] Berserker, Wildheart, Wild Magic
  • Bard: [College of] Lore, Valor, Swords
  • Cleric: Life, Light, Trickery, Knowledge, Nature, Tempest, War [Domain]
  • Druid: [Circle of the] Land, Moon, Spores
  • Fighter: Battle Master, Eldritch Knight, Champion
  • Monk: [Way of the] Open Hand, Shadow, Four Elements
  • Paladin: [Oath of] Ancients, Devotion, Vengeance, or Oathbreaker
  • Ranger: Hunter, Beast Master, Gloom Stalker
  • Rogue: Arcane Trickster, Assassin, Thief
  • Sorcerer: Wild Magic, Draconic Bloodline, Storm Sorcery
  • Warlock: The Fiend, The Great Old One, The Archfey
  • Wizard: [School of] Abjuration, Conjuration, Divination, Enchantment, Evocation, Necromancy, Illusion, Transmutation

Diving Deeper into Each Class

Baldur’s Gate 3 has plenty of character classes to try, each with its own distinct playstyle that opens the door for experimentation. Classes are roughly divided into martial classes that primarily use physical attacks and weapons or spellcasting classes that use powerful magic to turn the tides of battle. Here’s a closer look at some of these classes and subclasses.


Tapping into their inner fury, Barbarians can draw on incredible strength to power through tough encounters. The Barbarian’s signature ability is Rage, a short-term combat boon that boosts offensive and defensive capabilities.

The Path of the Berserker further improves Rage for more passive bonuses or bonus actions. The Path of the Wildheart gives players more customization options with animal aspects that provide passive bonuses, additional actions, or modify Rage itself. The Path of Wild Magic subclass adds an unexpected element of chaos by casting a random spell when unleashing their fury – not what you may expect from a typical gruff RPG Barbarian, but that’s what makes it epic.


Bards captivate their audience with stories, songs, and verses. They are a charismatic and versatile support class that any good RPG party should have.

The College of Lore subclass is especially adept at weaving tales that can charm and cajole the stoniest of hearts – meaning they’re great at persuasion and perception.

In contrast, the College of Valour subclass gives Bard more physical combat prowess and supportive capabilities. Wielding sword and lute in equal measure, the College of Swords subclass Bards dance through battlefields, actively using their musical skills and weapons prowess to fight independently.


Clerics, the main healers within the game, draw upon divine power to bring about healing and foe-smiting. Cleric subclasses, or Domains, are strictly tied into the deity they represent, with each Domain giving access to a range of spells and passive abilities.

Life Domain Clerics focus on mending wounds and providing protection to the entire party. Light Domain manipulates the power of fire for more damaging effects. The Trickery Domain makes Clerics skilled in creating illusions to disorient enemies. Tempest and War Domain Clerics substitute some of their supportive abilities for physical prowess, making them more combat-ready. The Knowledge and Nature domains tap into the Wizard and Druid bailiwicks, giving Clerics more versatility and out-of-combat proficiencies.


Druids are people of the land, attuned to nature and knowledgeable of its powers. They can channel elemental energies and morph into animals. Their Circle of the Land subclass obtains might from various terrains, mastering elemental magic. The Circle of the Moon subclass gives Druids the power to turn into mighty creatures, while the Circle of the Spores Druids use their expertise in fungi and decay to inflict nasty poisonous wounds on foes.


Fighters stand at the forefront of warfare, honing their abilities to manipulate weapons and tactics. Among them are three main subclasses: Battle Masters, Champions, and Eldritch Knights. The Battle Master capitalizes on tactical maneuvering in combat, while the Eldritch Knight relies on a combination of strength and arcane spells to overpower opponents. Champions gain more passive proficiencies and bonuses, making them a bit dull due to limited options but formidable nonetheless.


Monks are martial artists with strong spirits. They are in tune with their inner energies, adept at manipulating their chi to perform what others may deem impossible. The Way of the Open Hand subclass is a traditional form of combat focused on stunning and disabling an opponent’s body without serious injury.

In contrast, those who prefer a quieter approach can take up the Way of Shadow to hone skills that let them move stealthily through the darkness and strike when least expected. Then there’s the Way of the Four Elements, which lets Monks learn to summon and control elements with spells.


Paladins are courageous holy warriors, set apart by their honorable deeds and skillful combat with divine magic. Their oaths define the subclasses. The Oath of Devotion requires them to uphold justice and act with kindness and mercy through divine magic to restore and protect allies. Oath of the Ancients gives them the Strength of those who came before, and fuels their Wisdom and Charisma.

On the other hand, the Oath of Vengeance is a darker oath in which Paladins take up arms against those who have committed terrible crimes and exact retribution as punishment. And the Oathbreaker’s ambition and desire for power strengthen them as they walk a darker path – but they can reclaim their Oath at any time.

Being a subclass, the code they swear to abide by extends beyond words, instead shaping the Paladin’s abilities, spells, and how they interact with others.


Rangers are the protectors of nature who blend combat skills with a profound affinity for the outdoors. They are unparalleled trackers and explorers thanks to their familiarity with different terrains and explorer abilities.

The Beast Master archetype endows Rangers with a special connection to a wild creature that helps them in battle. Meanwhile, Hunters exploit different kinds of skills of the wild to hunt and eradicate particular adversaries, adjusting their strategy to find their target. Gloom Stalkers gain an edge in combat, allowing them to move faster or blend into the shadows to strike when the time is right.


As masters in stealth and subterfuge, Rogues can often surprise their enemies with sudden attacks or ambushes. The Arcane Trickster weaponizes illusions and enchantments to gain an advantage during combat, making them more magical than your typical rogue.

Swashbucklers elegantly slash through their foes with swift movement and flamboyant displays of combat skill. Assassins are particularly adept at dealing lethal strikes when targets least expect it. Through their impressive evasion skills, Rogues can be hard to pin down, so they can freely strike and slip away.


A Sorcerer doesn’t take their path through meticulous arcane studies. They are blessed with innate magical gifts passed down from magical ancestors, divine intervention, or by a stroke of luck.

The Dragonic Bloodline traces its origins back to mighty dragons and grants its practitioners dragon-like abilities (that might sound a bit like another popular RPG, but rest assured that they are totally distinct). The Storm Sorcerers channel elemental magic to create powerful gales and lightning strikes.

The Wild Magic subclass can be unpredictable. Sorcerers walking this path may cast spells that produce unexpected effects, from creating area-of-effect effects or summoning elementals to fight for you (or against you) to polymorphing you into a sheep. Baa!


Warlocks gain their magical powers not of their own but through a covenant with an otherworldly entity. Through the Fiend pact, they can draw on the power of the Nine Hells, incinerating foes and thriving in times of disorder.

By striking up a deal with the Archfey, one can gain more whimsical abilities that bewitch or terrify adversaries. And a risky pact with the Great Old One can gift the Warlock eldrich magic capable of confounding enemies and communicating telepathically.


Wizards are consummate spellcasters who gain great powers through rigorous study. Every school of magic – the Wizard’s definition of a subclass – offers a distinct approach to the spellcasting arts. For example, Evokers wield blasts of raw elemental energy, while Necromancers command life and death. With their spellbook, Wizards can change their playstyle from one day to the next with minimal effort by changing the spells they prepare. While Wizards have the largest assortment of spells to choose from, the necessity to prepare spells can make them more versatile on a global level but also limits their options in any given encounter.


Baldur’s Gate 3 lets adventurers become true, multi-talented heroes by flitting between classes, unlocking abilities and talents as they level up. Players don’t have to abide by the traditional D&D’s ability score restrictions. In BG3, you can build a character that reflects your playing style that transcends class and instead weaves together different elements from classes to create an individual with a suite of extraordinary capabilities. However, know that you can’t be the master of everything. With the level cap set to 12, you can’t tap into some of the most powerful class abilities if you choose to multiclass. Customize wisely, have a plan, and go forth into the world of Faerûn.

A Class of Classes

Baldur’s Gate 3 takes players on a massive, genre-redefining adventure full of intriguing characters and thrilling encounters with uncountable lines of dialogue. You can create your character from 11 races and 12 classes, each coming up with something unique. It may still boil down to a bold warrior, a mischievous rogue, or a powerful mage, but the game adds a twist to all of them to make them feel fresh again.

Which one of Baldur’s Gate 3 or classic RPG classes resonates with you the most? Do you prefer to roleplay different characters or stick to a single class? Share your thoughts and experiences in the comments below.

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