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Actions are used to execute various abilities such as attacks and counters in Baldur's Gate 3 (BG3). Read on to learn more about each type of Action, and more!
Action | Information |
---|---|
Absolute Power |
1d8
Bludgeoning
1d6
Force
A surge of divine energy accompanies your swing and possibly pushes the target back 5m. |
Backbreaker |
1d4
Bludgeoning
Possibly knock your enemy Prone. |
Blood Money |
1d8
Piercing
Strike out greedily, dealing an additional 5 Piercing damage per 300 gold the that target possesses. |
Blood Sacrifice | Pain is a path to power. Take 1~4 Slashing damage to receive a +1d4 bonus to Attack Rolls and Saving Throws. |
Bloodletting |
2d6
Slashing
+1d6
Necrotic
Pierce an enemy’s flesh and possibly make them Bleed. |
Brace (Melee) | Sacrifice 6m of your Movement Speed. For the rest of your turn, roll melee damage twice and use the highest result. |
Brace (Ranged) | Spend 6m of your Movement Speed. For the rest of your turn, roll ranged damage twice and use the highest result. |
Charger: Weapon Attack | Deal more damage: charge forward and slam your weapon into the first enemy in your way. |
Cleave |
(1d8)/2
Bludgeoning
Swing your weapon in a large arc to attack up to 3 enemies at once. |
Colossal Onslaught |
1d8
Bludgeoning
Channel your mettlesome strength and strike all creatures in a line. |
Concussive Smash |
1d8
Bludgeoning
Possibly Dazes your target. They can't take reactions and are easier to hit. |
Corrosive Strike |
1d8
Bludgeoning
+2
Acid
Deal additional Acid damage equal to your Proficiency Bonus. On a hit, create pool of acid around the target which reduces Armour Class by 2. |
Defensive Flourish (Melee) |
1d6
Slashing
Attack defensively, increasing your Armour Class by 4 if you hit. |
Defensive Flourish (Ranged) |
1d6
Slashing
Attack defensively, increasing your Armour Class by 4 if you hit. |
Disarming Attack (Melee) |
1d4
Bludgeoning
Focus your attack on foe's hands and possibly force them to drop the weapons they are holding. |
Disarming Attack (Ranged) |
1d8
Slashing
Focus your shot on your foe's hands and possibly force them to drop the weapons they are holding. |
Distracting Strike (Melee) |
1d8
Slashing
Distract your target, giving your allies Advantage on their next Attack Roll against it. |
Distracting Strike (Ranged) |
1d8
Slashing
Distract your target, giving your allies Advantage on their next Attack Roll against it. |
Divine Strike: Poison |
1d8
Poison
Once per turn deal 1~8 Poison damage in addition to your weapon's Weapon Damage when you make a melee attack. |
Diving Strike | Leap down unto a foe, knocking them Prone. You won't take Falling damage. You must be above your target. Requires Rage. |
Edge of Darkness |
1d8
Bludgeoning
Create a cloud of darkness while you attack. |
Feinting Attack |
1d8
Slashing
Use both your action and bonus action this turn to attack a target with Advantage and bonus damage. |
Flourish |
1d4
Bludgeoning
Possibly throw your enemy Off Balance. |
Frenzied Strike |
As a bonus action, make a melee attack with your attack weapon. Will cause a stack of Frenzied Strain on the barbarian. |
Gargantuan Cleave |
1d8
Bludgeoning
1d6
Bludgeoning
Swing your weapon with all your might. You can attack multiple targets, but become Off Balanced. |
Goading Attack (Melee) |
1d8
Slashing
Goad an enemy into attacking only you. It gains Disadvantage on Attack Rolls against anyone but you. |
Goading Attack (Ranged) |
1d8
Slashing
Goad an enemy into attacking only you. It gains Disadvantage on Attack Rolls against anyone but you. |
Grand Slam |
1d8
Bludgeoning
+2
Thunder
Slam your weapon into the ground, thunderously impacting nearby foes and possibly pushing them away. |
Hamstring Shot |
1d6
Piercing
Shoot an enemy in the thigh and possibly reduce their Movement Speed by 50%. |
Heartstopper |
1d4
Bludgeoning
Possibly inflicts Chest Trauma: target loses an action. |
Incise Ligaments |
1d8
Bludgeoning
+1d6
Necrotic
Grind your saw’s blackest teeth into an enemy’s calves and possibly Slow them. |
Inject Nostrum |
1d8
Bludgeoning
+1d6
Necrotic
Inject an enemy with the mysterious liquid in your syringe and possibly Poison them. |
Lacerate |
1d8
Bludgeoning
Slash at your target's vital points to make it Bleed. Undead and Constructs can't Bleed. |
Maiming Strike |
1d4
Bludgeoning
Possibly Maims your target. They can't move. Flying creatures can't be Maimed. |
Manoeuvring Attack (Melee) |
1d8
Slashing
Attack an enemy. On a hit, you can use Force Manoeuvre on an ally, increasing their movement speed. |
Manoeuvring Attack (Ranged) |
1d8
Slashing
Attack an enemy. On a hit, you can use Force Manoeuvre on an ally, increasing their movement speed. |
Menacing Attack (Melee) |
1d8
Slashing
Possibly Frightens your target. They will be easier to hit and cannot move. |
Menacing Attack (Ranged) |
1d8
Slashing
Possibly Frightens your target. They will be easier to hit and cannot move. |
Mobile Flourish (Melee) |
1d6
Slashing
Thrust your weapon with enough force to push your target back 6m. Afterwards, you can Teleport to the target. |
Mobile Flourish (Ranged) |
1d6
Slashing
Shoot a target with enough force to push it back 6m. Afterwards, you can Teleport to the target. |
Mobile Shot | After using Dash or Disengage this turn, you can make a ranged attack as a bonus action. |
Moonlight Butterflies |
1d8
Bludgeoning
Strike a foe, conjuring an illusory swarm of moon-pale butterflies, granting Advantage on attacks against the target. Deal additional Psychic damage equal to your Proficiency Bonus. When the target moves away from your illusion, it takes 1~6 Psychic damage. |
Piercing Shot | Deal regular damage and possibly inflict Gaping Wounds, which cause extra damage on attacks. Undead and Constructs can't receive Gaping Wounds. |
Piercing Strike |
1d8
Bludgeoning
Deal regular damage and possibly inflict Gaping Wounds, which cause extra damage on attacks. Undead and Constructs can't receive Gaping Wounds. |
Poison Mist |
1d8
Bludgeoning
1d4
Poison
On a hit, surrounds the target with a noxious cloud that possibly Poisons those within it. |
Pommel Strike |
1d4
Bludgeoning
Make a non-lethal attack against an enemy and possibly Daze them. |
Prepare | Sacrifice 6m movement speed to deal an additional 3 Bludgeoning damage with your melee weapon this turn. |
Pushing Attack (Melee) |
1d8
Slashing
Pushes your target back 4.5m. |
Pushing Attack (Ranged) |
1d8
Slashing
Pushes your target back 4.5m. |
Razor Gale |
1d8
Bludgeoning
Swing your weapon in a cyclone of steel that deals razorblade-sharp damage to all enemies within range. |
Reckless Attack | Until your next turn, you have Advantage on Attack Rolls, but enemies also have Advantage against you. |
Rush Attack |
1d4
Piercing
Charge forward and attack the first enemy in your way, possibly pushing them Off Balance. |
Searing Blood |
1d8
Bludgeoning
+1d6
Fire
Cut into an enemy, dealing 1d8 + 1 Piercing damage + an additional 1d6 Fire damage to them, while you yourself take 1d6 Slashing damage. |
Shadowsoaked Blow |
1d8
Bludgeoning
Strike an enemy, adding your Proficiency Bonus to the damage. Moreover, if the attack hits, it deals an additional 1d6 Psychic damage. This Attack doesn't break concealment. |
Slashing Flourish (Melee) |
1d6
Slashing
Attack up to 2 enemies at once. |
Slashing Flourish (Ranged) |
1d6
Slashing
Attack up to 2 enemies at once. |
Sneak Attack (Melee) |
1d4
Piercing
+2d6
Piercing
Deal extra damage to a foe you have Advantage against. |
Sneak Attack (Ranged) |
1d6
Piercing
+2d6
Piercing
Deal extra damage to a foe you have Advantage against. |
Soulbreaker |
1d8
Bludgeoning
+2
Psychic
Rend the enemy's body and soul, and possibly Stun them. |
Tiger's Bloodlust | Lash out to attack up to 3 enemies at once and make them Bleed. |
Topple |
1d4
Bludgeoning
Swipe at a creature to knock it Prone. |
Trephination |
1d8
Slashing
+1d6
Necrotic
Make a burr hole into an enemy’s skill and possibly knock them Prone. |
Trip Attack (Melee) |
1d8
Slashing
A powerful attack that possibly knocks the target Prone. |
Trip Attack (Ranged) |
1d8
Slashing
A powerful attack that possibly knocks the target Prone. |
Weakening Strike |
1d4
Bludgeoning
This non-lethal attack possibly inflicts Weak Grip, hindering the target's attacks. Creatures without weapons can't have Weak Grip. |
Action | Information |
---|---|
Abjure Enemy | Frighten an enemy. They're be easier to hit and cannot move. Fiends and undead have Disadvantage on this Saving Throw. |
Action Surge | Push yourself beyond your limits. Gain an extra ection. |
Arcane Recovery | You can replenish expended spell slots while out of combat. |
Aura of Courage | You and any nearby allies can't be Frightened. The aura disappears if you fall Unconscious. |
Aura of Devotion | You and any nearby allies can't be Charmed. The aura disappears if you fall Unconscious. |
Aura of Hate | You and any nearby fiends (and undead) gain an additional 3 to damage dealt with melee weapons. The aura disappears if you fall Unconscious. |
Aura of Protection | You and any nearby allies gain a +0 bonus to Saving Throws. |
Aura of Warding | You and any nearby allies take only half the damage from spells. The aura disappears if you fall Unconscious. |
Bardic Inspiration | Inspire an ally to add a +1d6 bonus to their next Attack Roll, Ability Check, or Saving Throw. |
Benign Transposition: Teleport | Teleport to a nearby, unoccupied space, or swap places with an ally. |
Bind Pact Weapon | Bind to your main hand weapon. Its damage becomes magical, you cannot drop or throw it, and you become Proficient with it if you weren’t already. |
Blessing of the Trickster | Grant another creature Advantage on Stealth Checks. |
Bolstering Magic: Boon | You or an ally recieves a +1d4 bonus to Attack Rolls and Ability Checks. |
Bolstering Magic: Level 1 Spell Slot | You or an ally recovers a Level 1 Spell Slot |
Bolstering Magic: Level 2 Spell Slot | You or an ally recovers a Level 2 Spell Slot |
Bolstering Magic: Level 3 Spell Slot | You or an ally recovers a Level 3 Spell Slot |
Bull Rush | Charge forward and possibly knock back your foes by 3m. Available only when Raging. |
Charger: Shove | Charge forward and Shove the first enemy in your way. Your chances depend on your Athletics, and are higher if you're hidden or invisible. The shove distance depends on your Strength and the target's weight. |
Click Heels | Click the heels of your Boots of Speed to double your movement speed for the current turn. |
Combat Inspiration | Inspire an ally to add a +1d6 bonus to their next Attack Roll, Ability Check, Saving Throw, weapon damage, or Armour Class. |
Commander's Strike | Direct an ally to strike a foe. The ally uses a reaction on their next turn to make a weapon attack. |
Control Undead | Use the power of your Oath to gain control over an undead creature. The undead will follow you around and attack your enemies. |
Countercharm | You and any allies within 9m have Advantage on Saving Throws against being Charmed or Frightened. |
Cunning Action: Dash | Cover more distance this turn: double your movement speed. |
Cunning Action: Disengage | Retreat safely: moving won’t provoke Opportunity Attacks. |
Cunning Action: Hide | Hide from enemies by succeeding Stealth checks. Stick to the dark and avoid enemy sightlines. Attacking or casting a spell will reveal your location. |
Divine Sense | Gain Advantage on Attack Rolls against celestials, fiends, and undead. |
Divine Smite Critical: Reaction Weapon Damage | Deals an additional 1~8 Radiant damage to fiends and undead. |
Divine Smite Weapon Damage | Deals an additional 1~8 Radiant damage to fiends and undead. |
Divine Smite: Reaction Weapon Damage | Deals an additional 1~8 Radiant damage to fiends and undead. |
Dreadful Aspect | Let your darkest emotions burst forth as a menacing pulse to Frighten nearby enemies. |
Enraged Throw | Pick up an item or creature and throw it at a target, dealing additional damage and knocking it Prone. Your Strength affects how much weight you can throw, heavier items deal more damage. The damage of Thrown Weapons is the same as the weapon's melee damage. You also deal additional damage based on your Strength. |
Evasive Footwork | Evade attacks: enemies receive Disadvantage on melee attacks against you. |
Fey Presence | Charm or Frighten nearby foes with the feywild's beguiling, disturbing magics. |
Fiendish Resilience | Choose a damage type and become Resistant to it. You can pick a new damage type each Short Rest. |
Flurry of Blows | Punch twice in quick succession. |
Flurry of Blows: Push | Punch twice in quick succession and possibly push the target 5m away. |
Flurry of Blows: Stagger | Punch twice in quick succession and Stagger the target, making it unable to take reactions. |
Flurry of Blows: Topple | Punch twice in quick succecssion and possibly knock the target Prone. |
Frenzy | Your Rage turns into a frenzy! You gain Frenzied Strike and Enraged Throw. You can also make an Improvised Weapon Attack as a bonus action. You have Resistance to physical damage, and Advantage on Strength Checks and Saving Throws. |
Hand Me My Leech | Equips the Surgeon with a bloated, biting leech, allowing him to cast Leech. |
Hand Me My Saw | Equips the Surgeon with a gory, jagged bonesaw, allowing him to cast Bloody Bonesaw. |
Hand Me My Syringe | Equips the Surgeon with a crusty, rusted syringe, allowing him to cast This Won’t Hurt A Bit. |
Hand Me My Trepan | Equips the Surgeon with a poisonous trepan, allowing him to cast Terror Trepan. |
Healing Incense Aura | Emanate a soothing aura. You and nearby allies regain 1d4 hit points at the start of your turn. |
Healing Radiance | Heal yourself and all nearby allies for 5 hit points. Regain another 5 hit points next turn. |
Hellcrawler | Teleport to an area and deal 2d16 Fire damage where you land. The impact blast spreads in a 3m zone. |
Holy Rebuke | Grant an ally a vengeful aura that deals 1~4 Radiant damage to anyone who hits them with a melee attack. |
Hypnotic Gaze | Charm and Incapacitate a creature. It cannot attack you. It cannot act. You can Maintain your Hypnotic Gaze each turn to extend its duration. |
Immolating Gaze | Sear and Frighten a target with nothing but your glower. You deal an additional 2d16 Fire damage against Burning creatures. |
Inciting Howl | Each ally within earshot can move an additional 3m during their next turn. |
Infiltration Expertise | Adopt a new identity, changing your appearance. |
Inquisitor's Might | You or an ally's weapon attacks deal an additional 2 Radiant damage and can Daze enemies for 1 turn. |
Intimidating Presence | Menace an enemy and instill a terrible Fear within them. You can use Maintain Intimidating Presence to prolong the target's fear. |
Invoke Duplicity | Distract your enemies with an illusion. Within 3m of the Illusion, Attack Rolls have Advantage for you and your allies. |
Lay on Hands | Use your blessed touch to heal a creature or cure it of all diseases and poisons. |
Lightning Aura | Release a blast of electricity Consume 4 Lightning Charges to create a Lightning Aura. The blast Jolts nearby enemies and possibly deals 1d6 Lightning damage. |
Lightning Blast | Focus the electricity in your veins to strengthen your next Lightning Spell or cantrip. Your next lightning spell or cantrip deals additional Lightning damage equal to your remaining Lightning Charges. On hit, all of your Lightning Charges are consumed. |
Magic Awareness | Anyone within range adds their Proficiency Bonus to Saving Throws against spells. |
Minor Conjuration: Create Water | Call forth rain. It extinguishes exposed flames and forms a water surface. |
Moonmote | Illuminate the area around you with wisps of moonish light that make movement difficult for enemies and bolster your allies' damage. |
Nature's Wrath | Invoke primaeval forces to Restrain an enemy. It can't move, misses a lot, and is easy to hit. |
Pact of the Blade | Summon a weapon to your hand. It uses the wielder's Spellcasting Ability Modifier, and its damage is magical. |
Patient Defence | Attack Rolls against you have Disadvantage, and you have Advantage of Dexterity Saving Throws. |
Perform | Play a tune to attract and delight those around you. |
Phalar Aluve: Shriek | The sword shrieks. All enemies within 6m of range receive a 1d4 penalty to Charisma, Wisdom, and Intelligence Saving Throws. Affected creatures receive an extra 1d4 Thunder damage. The sword will stop Shrieking if unequipped. |
Phalar Aluve: Sing | The sword sings a melody. All allies within 6m receive a 1d4 bonus to Attack Rolls and Charisma, Wisdom, and Intelligence Saving Throws. The sword will stop singing if unequipped. |
Precision Attack | Your next weapon attack gets an Attack Roll bonus equal to your Superiority Die. |
Primal Stampede | Charge forward, attacking all enemies in the way and possibly knocking them Prone for 2 turns. Available only when Raging. |
Psionic Pull | Pull one creature or object towards you. |
Rage | While Raging, you are stronger, and you deal extra 2 damage with melee and improvised weapons, and when throwing objects. You have Resistance to physical damage, and Advantage on Strength Checks and Saving Throws. |
Rage: Bear Heart | Enter a Rage that makes you tough enough to stand up to any punishment. You can use Unrelenting Ferocity and have Resistance to all damage except Psychic damage. |
Rage: Eagle Heart | Enter a Rage that makes you near untouchable. You can use Diving Strike. Foes also have Disadvantage on Opportunity Attacks against you, and you can use Dash as a bonus action. |
Rage: Elk Heart | Enter a Rage that grants you extraordinary swiftness. You can use Primal Stampede, and you movement speed increases by 4.5m |
Rage: Tiger Heart | Enter a Rage that empowers your leaps. You can use Tiger's Bloodlust, and your jump distance increases by 4.5m. |
Rage: Wild Magic | Enter a Rage that releases all the maginc roiling inside of you, causing a random magical effect. You have Resistance to physical damage, and Advantage on Strength Checks and Saving Throws. |
Rage: Wolf Heart | Enter a Rage so inciting it spurs on your allies. You can use Inciting Howl, and your allies have Advatnage on melee Attack Rolls against enemies within 2m of you. |
Rally | Grant an ally 8 temporary hit points with a bolstering cry, |
Reflective Shell | A protective shell envelops you. It reflects any projectile targeted at you back to their point of origin. |
Restore Bardic Inspiration | Play your instrument to restore one of your Bardic Inspiration slots. |
Sacred Weapon | Turn your weapon into a Sacred Weapon. It has a higher chance of hitting, and emits a bright light. |
Second Wind | Draw on your stamina to heal yourself. |
See Invisibility | Glimpse Invisible creatures, and possibly reveal them to others. |
Shapechanger | Transform into a blue jay, able to Fly. If the blue jay’s hit points drop to 0, the target reverts to its original form with its original hit points. |
Shrouded in Shadow | Allows the caster to become Invisible. The spell breaks when you attack, cast another spell, perform an Action, or take damage. |
Song of Rest | Use your craft to sooth. You and your allies are revitalised as though you would have taken a Short Rest |
Spell Slot Restoration | |
Spiteful Suffering | The target takes 1~4 Necrotic damage each turn and Attack Rolls against it have Advantage. |
Stage Fright | Drown your enemeis in a crippling fear of failure. |
Step of the Wind: Dash | Double your movement speed. Jump no longer requires a bonus action. |
Step of the Wind: Disengage | Retreat to safety by Disengaging. Jump no longer requires a bonus action. |
Supreme Sneak | Blend into the environment so completely that you become Invisible. |
Survival Instinct | Infuse a creature with psionic force. If it reaches 0 hit points, it heals instead of falling Unconscious. |
Sweeping Attack | Swing your weapon in a rapid, sweeping arc to attack multiple enemies at once. |
Talk to the Sentient Amulet | Speak with the consciousness lingering inside the Sentient Amulet. |
Third Eye: Darkvision | You gain the ability to see in the dark out to a range of 24m. |
Third Eye: See Invisibility | Become able to see invisible creatures, and possibly reveal them to others. |
Transmuter's Stone | Stone some of your transmutation magic in a small stone. A creature carrying the stone gains a benefit of your choice. Once you have created a stone, you need to cast a Transmutation spell of Level 1 or higher or take a Long Rest before you can create another one. |
Turn the Faithless | Turn nearby fey and fiends. They are forced to flee and cannot come close to you. |
Turn the Unholy | Turn nearby fey and fiends. They are forced to flee and cannot come close to you. |
Turn Undead | Pray to Turn all undead that can see you. |
Tyrant Tongue | Grant an ally a +2 bonus on Intimidation. |
Unrelenting Ferocity | Muster up your stamina to heal yourself. Can only be used once per Rage. |
Unshackling Strike | Smite the magical bonds keeping a creature Restrained, Paralysed, and Stunned, freeing it. |
Voice of the Circle | Grant an ally a +2 bonus on Persuasion Checks |
Vow of Enmity | Gain Advantage on Attack Rolls against an enemy. |
Weapon Bond | Ritually bind the weapon in your main hand. The weapon can’t be knocked out of your hand, and it automatically returns to you when Thrown. |
Actions are a type of Resource in Baldur's Gate 3 used to execute moves, attacks, or abilities. While default actions such as Attacks with your Primary weapon can be spammed and used in battle indefinitely, most weapon and class actions can be used only once after every Short Rest.
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