Baldur’s Gate 3 Beginner’s Guide#
D&D 5e Basics#
Baldur’s Gate 3 is built on D&D 5e rules — here are the key concepts.
Abilities#
| Ability |
Governs |
Classes That Want It as Primary |
| Strength |
Melee attack/damage, jump distance |
Fighter, Barbarian, Paladin |
| Dexterity |
Ranged attack/damage, initiative, AC |
Ranger, Rogue, Monk |
| Constitution |
HP, Concentration saves |
Every class — no class can skip it |
| Intelligence |
Wizard spells, Investigation checks |
Wizard |
| Wisdom |
Cleric/Druid/Ranger spells, Perception checks |
Cleric, Druid, Monk |
| Charisma |
Paladin/Warlock/Bard spells, dialogue rolls |
Paladin, Warlock, Bard |
Races#
| Race |
Ability Bonuses |
Recommended Classes |
| Human |
+1 to all abilities |
Universal — fits any class |
| Elf |
Dexterity +2, Wisdom +1 |
Ranger, Rogue, Wizard |
| Drow |
Dexterity +2, Charisma +1 |
Warlock, Rogue |
| Dwarf |
Constitution +2, Strength/Wisdom +2 |
Fighter, Cleric |
| Gnome |
Intelligence +2 |
Wizard |
| Half-Elf |
Charisma +2, two other abilities +1 |
Paladin, Warlock, Bard |
| Half-Orc |
Strength +2, Constitution +1 |
Barbarian, Fighter |
| Tiefling |
Charisma +2, Intelligence +1 |
Warlock, Bard |
| Dragonborn |
Strength +2, Charisma +1 |
Paladin, Barbarian |
| Githyanki |
Strength +2, Intelligence +1 |
Fighter, Wizard |
Core Mechanics#
The Action System#
| Action Type |
Available Each Turn |
Common Uses |
| Standard Action |
1 |
Attack, cast most spells, Dash, Dodge |
| Bonus Action |
1 |
Offhand attacks, certain spells (such as Healing Word), Shove |
| Movement |
A fixed distance |
Moving and jumping — can be split up freely |
| Reaction |
1 per round |
Attacks of Opportunity, Shield, certain counter-spells |
Rests#
| Rest Type |
Restores |
Cost |
| Short Rest |
Partial HP + certain class features (such as Superiority Dice) |
2 free per day |
| Long Rest |
Full HP + all spell slots + every ability |
40 Camp Supplies (80 on Tactician) |
Spell Levels#
| Character Level |
Highest Spell Slot |
Notes |
| 1-2 |
Level 1 |
Basic spells |
| 3-4 |
Level 2 |
Powerful spells start appearing |
| 5-6 |
Level 3 |
A game-changer — Fireball, Haste and more |
| 7-8 |
Level 4 |
Greater Invisibility, Banishment |
| 9-10 |
Level 5 |
Cloudkill, Conjure Elemental |
| 11-12 |
Level 6 |
Chain Lightning, Disintegrate |
Dialogue and Checks#
Baldur’s Gate 3 builds its dialogue on D&D skill checks — your rolls decide where the story goes. Key mechanics: Advantage = roll twice, take the higher — usually granted by spells (the Friends cantrip) or your background. Disadvantage = roll twice, take the lower — comes from debuffs or equipment. Inspiration = 4 per character — spend one to reroll any check. Save before important conversations.
Getting Started#
Act 1 Route#
Nautiloid → Beach (gather companions)
↓
Emerald Grove (major side quest hub)
↓
Goblin Camp (rescue Halsin / kill the three goblin leaders)
↓
Blighted Village (several underground entrances)
↓
Underdark (Myconids / Duergar / Arcane Tower)
↓
Temple of Bhaal (hag side quest)
↓
Rosymorn Monastery (githyanki creche)
↓
Mountain Pass (final choice — take the pass or the Underdark)
↓
* On to Act 2 *
Leveling and Zone Guide#
| Levels |
Area |
Key Quests |
| 1-3 |
Beach + area around the Emerald Grove |
Harvest Path, the druids’ dilemma |
| 3-5 |
Goblin Camp + Blighted Village |
Rescue Halsin, investigate the village |
| 4-6 |
Underdark + hag swamp |
Arcane Tower, hag lair |
| 5-7 |
Rosymorn Monastery + githyanki creche |
Githyanki treatment, monastery vault |
Key choice: there are two roads from Act 1 into Act 2 — the Underdark (recommended — more XP) or the Mountain Pass (shorter and faster).
Companion Picks#
Core rule for a 4-person party: one front-line tank + one healer/support + two damage dealers
| Slot |
Recommended Companion |
Class |
| Tank |
Lae’zel |
Fighter |
| Healer |
Shadowheart |
Cleric |
| Spell damage |
Gale |
Wizard |
| Physical damage |
Astarion |
Rogue |
Best beginner party: Lae’zel (tank) + Shadowheart (healer) + Gale (AoE mage) + your main character (flex slot).
Combat Tips#
- High ground advantage: shooting from elevation grants Advantage on attacks plus bonus damage
- Elemental combos: water surface + lightning = x2 damage, oil + fire = explosion, poison cloud + fire = explosion
- Shove into pits: shoving enemies off cliffs or into deep pits can kill instantly (but you lose the loot)
- Thrown potions: toss a healing potion at an ally’s feet for an area-of-effect heal
- Scrolls for everyone: any class can use any scroll — pack a few Fireball scrolls for the whole party
- Bless is a god-tier spell: a level 1 spell — +1d4 to attacks and saves — the most worthwhile permanent party buff
- Haste: a level 3 spell — one extra action per turn plus extra movement — the core combat buff
- Invisibility ambush: cast Invisibility out of combat → sneak behind enemies → start the fight with a surprise round (a free turn)
- Control enemies first: Fear, Sleep, Tasha’s Hideous Laughter — disabling enemies is more efficient than raw damage. A controlled enemy doesn’t fight back
- Water bottle tactic: throw a water bottle at an enemy = Wet status → cold and lightning damage doubled. Carrying 5 water bottles per character never hurts
Common Mistakes#
| Mistake |
Why It Hurts |
| Never Short Resting |
Short Rests are free twice a day — skipping them wastes healing and class resources |
| Hoarding Long Rests |
Long Rests are one way the story advances — some camp events only trigger on a Long Rest |
| Ignoring throwables |
Bombs, oil flasks, water bottles and poison vials are free damage — keep 5+ in your bag |
| Rushing the main quest |
The fun of Baldur’s Gate 3 is exploration — every corner hides a surprise |
| Ignoring Non-Lethal Attacks |
with the Non-Lethal passive toggled on, melee attacks can spare enemies — some quests require it |
| Never swapping companions |
every companion has a personal quest and exclusive dialogue — rotate them often |
Replay Advice#
| Tip |
Why |
| Play a new class |
Paladin on run one → Warlock on run two — a completely different combat experience |
| Make different choices |
Side with the tieflings on run one → side with the goblins on run two — new story, new rewards |
| Try Honour Mode |
a one-life-only extreme challenge — bosses gain Legendary Actions — the real test |
| Play co-op |
bring friends along — everyone controls different characters — double the fun |
Best Race for Each Class#
| Class |
Recommended Race |
Why |
| Fighter |
Githyanki |
free Jump spell + extra weapon proficiencies |
| Ranger |
Wood Elf |
extra movement speed + Stealth proficiency |
| Wizard |
High Elf |
free cantrip + Intelligence bonus |
| Warlock |
Tiefling |
fire resistance + Darkvision |
| Cleric |
Half-Elf |
Charisma bonus + two skill proficiencies |
| Rogue |
Halfling |
Lucky (reroll 1s) + Stealth bonus |
| Paladin |
Human |
+1 to every ability — the jack of all trades |
| Druid |
Wood Elf |
hiding + mobility — a natural fit |
Must-Get Act 1 Gear#
| Item |
Location |
How to Get It |
| Crusher’s Shield |
Goblin Camp |
defeat the goblin leader Crusher |
| Acid Armour |
beneath the Druid Grove |
chest in a hidden underground room |
| Staff of Strength |
Underdark |
kill the Phase Spider Matriarch |
| Lightning Bow |
Risen Road |
sold by a merchant |
| Cruel Sting |
Ethel’s Teahouse |
kill Auntie Ethel |
| Merciless Dagger |
Waukeen’s Rest |
buy it from the trader Dammon |
Party Compositions#
| Composition |
Roles |
Best For |
| The classic trinity |
Fighter + Wizard + Cleric + Rogue |
new players — balanced and steady |
| Double-caster burst |
Sorcerer + Wizard + Fighter + Cleric |
players who like blowing things up |
| Melee-only squad |
Fighter + Paladin + Ranger + Rogue |
players who dislike spellcasting |
| Summoner stack |
Wizard (summons) + Druid + Cleric + Warlock |
players who love minion-swarm tactics |
Choosing a Difficulty#
| Difficulty |
Best For |
What to Expect |
| Explorer |
story-focused players new to turn-based games |
enemy HP -30% — combat is more forgiving |
| Balanced |
newcomers with some RPG experience |
the standard D&D 5e experience |
| Tactician |
CRPG veterans |
enemies get extra tactical actions + higher stats |
| Honour Mode |
extreme hardcore — one life only |
single save + Legendary Actions + all achievements and trophies |
Advanced Beginner Tips#
Things to Know in Your First Week#
| Knowledge Point |
Details |
Importance |
| Long Rests advance the story |
every Long Rest can trigger new camp dialogue — resting too rarely means missing a lot of story |
★★★★★ |
| Save strategy |
quick-save with F5 before important conversations — failed rolls can be redone |
★★★★★ |
| Loot everything |
gold matters early — pick up all valuables and sell them to merchants |
★★★★☆ |
| Water bottles are free damage |
carry 5 per character — hit an enemy = Wet → lightning damage doubled |
★★★★☆ |
| Save before dialogue |
save before important conversations — some choices permanently lock out content |
★★★★★ |
Camp Management Guide#
| Item |
Advice |
Reason |
| Long Rest frequency |
Long Rest after finishing each new area |
advances camp story + restores spell slots |
| Using Camp Supplies |
don’t hoard — spend boldly — 40 supplies is cheap |
Long Resting is one of the main ways the story advances |
| Rotating companions |
switch in different companions before each Long Rest — experience their exclusive dialogue |
every companion has unique story beats — you’ll miss them otherwise |
| Gear distribution |
give your main damage dealers the best gear first, the tank next, the healer last |
more DPS = shorter fights = fewer chances to get hurt |
| Gold management |
buy potions and scrolls early, gear in the mid game, hoard late game |
potions save lives early — gear carries mid game — late game money is plentiful |
Key Camp NPCs#
| NPC |
Location |
Function |
Cost |
| Withers |
permanent camp NPC |
respec service — rebuild a character’s entire stat spread and class |
100 gold |
| Scratch |
camp pet — needs feeding to recruit |
item search — helps you find hidden chests |
free (feed him once) |
| Owlbear Cub |
camp pet — recruited through a specific quest |
camp interactions — special dialogue |
free |
Skill Checks 101#
| Check |
Ability |
Best Classes/Races |
Uses |
| Perception |
Wisdom |
Cleric/Ranger (high Wisdom) |
spotting hidden items and traps |
| Sleight of Hand |
Dexterity |
Rogue/Ranger (high Dexterity) |
lockpicking, stealing, disarming traps |
| Persuasion |
Charisma |
Paladin/Warlock/Bard (high Charisma) |
dialogue options — steers the story |
| Intimidation |
Strength |
Fighter/Barbarian (high Strength) |
dialogue options — threats of violence |
| Stealth |
Dexterity |
Rogue/Ranger (high Dexterity) |
pre-fight positioning — opening ambushes |
| Athletics |
Strength |
Fighter/Barbarian (high Strength) |
shoving, tripping, swimming |
Choosing an Origin#
| Origin |
Exclusive Story |
Why Pick It |
Difficulty |
| Custom Character |
total freedom — no exclusive story constraints |
the top pick for beginners — most flexible |
★☆☆☆☆ |
| The Dark Urge |
an inner urge to kill — choose to resist or give in |
great for a second run — unique story + exclusive rewards |
★★★☆☆ |
| Astarion |
vampire spawn — a fated showdown with Cazador |
rich vampire storyline — a unique romance arc |
★★☆☆☆ |
| Shadowheart |
the Shar/Selûne faith conflict — the Nightsong’s fate |
a moving story of faith — choices matter enormously |
★★☆☆☆ |
| Gale |
a former lover of Mystra — a magical core threatening to detonate |
an intellectual adventure — a unique godhood ending |
★★☆☆☆ |