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Class Actions are attacks and abilities that are tied to specific classes in Baldur's Gate 3 (BG3). Read on to learn more about each class action, their effects, which class each action is associated to, and more!
List of Contents
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. |
Acolyte's Retreat | Teleport directly to the temple of Bhaal. |
Action Surge | Push yourself beyond your limits. Gain an extra ection. |
Ancient Grudges | Touch your amulet to subsume a sliver of the knowledge of the gith. You gain Advantage on Attack Rolls against aberrations. |
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. |
Blazing Retaliation | Huddle behind your shield to increase your Armour Class by 1 and reap scorching retaliation upon attackers who miss you. When an attacker misses you with a melee attack, they take 1~6 Fire damage. |
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 |
Brutal Leap | Leap at a target and possibly knock it Prone. |
Bull Rush | Charge forward and possibly knock back your foes by 3m. Available only when Raging. |
Caitiff's Restoration | Replenish 1 expended Warlock spell slots. |
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. |
Circuitry Interface | You are considered a construct. Your weapon Attack Rolls have Advantage, and you have resistance to Lightning damage. |
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. |
Darkness Cloak | Create a cloud of magical darkness and immediately attempt to Hide. |
Dazzling Ray | Unleash a beam of brilliant light that Binds all creatures in its path. Until the spell ends, you can recast the spell. Casting it again may possibly burn you each time you recast it. |
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. |
Garrotte | Wrap a shadow rope around a Humanoid creature's throat to start Garrotting it. |
Giant Form | Grow to a fearsome size. Your weapons deal an additional 1d6 damage and you gain 27 temporary hit points 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. |
Ki Restoration | Using the spiritual energy in the amulet, you restore a number of Ki Points equal to your martial arts die. |
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. |
Martial Exertion | Push past your physical limits, taking 6~36 Piercing damage to gain an additional attack per turn and to double your movement speed. |
Mellow Harmony | You make a Performance Check, success granting all your melee weapon attacks additional damage equal to your Charisma Modifier (min. 1). |
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. |
Pearlescent Restoration | You can replenish expended spell slots of your choice. |
Perform | Play a tune to attract and delight those around you. |
Phalar Aluve: Melody | The sword hums in anticipation, ready to burst into maddening shrieks or bolstering song. |
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. |
Play the Spider's Lyre | Play an enchanting crowd-pleaser to attract and delight those around you. |
Polymorph: Dire Raven | Take the shape of a dire raven that can avoid attention and Blind enemies. It has 13 hit points. |
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. |
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, |
Reaper's Scythe | Swing your weapon in a large arc that knocks targets back 3m. |
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. |
Scarlet Regeneration | If you have +3 bonus from Scarlet Remittance, consume it to regain 3+30 hit points. |
Second Wind | Draw on your stamina to heal yourself. |
See Invisibility | Glimpse Invisible creatures, and possibly reveal them to others. |
Self Immolation | Set yourself on fire to gain Heat. |
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 | Become Invisible. |
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 | Replenish an expended spell slot of any level. |
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. |
Virulent Venom | Point your ringed finger at a target to make it Vulnerable to Poison damage. |
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. |
Class actions are attacks and abilities that tied not only to specific classes like Bardic Inspiration for Bards, but also special abilities granted by select weapon or armor types such as Phalar Aluve's Melody.
All Actions | |
---|---|
Weapon Actions | Class Actions |
All Class Actions
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