Step 2: Picking Your Race
Did you read the preface about respeccing? Good; now that you've internalized it, let's start off with the one aspect of your custom character you cannot change later in the game: your race. Your race might be your most important decision for the very fact that it is immutable: every character in the game will see you as this race for your entire playthrough, and they may have some opinions about it!
Picking a specific race also comes with various bonuses, usually in the form of Proficiencies - skills you excel at, or equipment you know how to use effectively - and special racial features. Some races are naturally better at seeing in the dark, for example, or maybe their heritage leads them to be trained in wielding longswords regardless of class. Those who have played 5th Edition before will come into the game believing that your race comes with racial bonuses to certain Ability scores (your attributes, which are briefly explained below); for example, all Halflings normally come with +2 to their Dexterity as a natural bonus. This is not the case in the base version of Baldur's Gate III: race and Ability scores have been detached from one another. This effectively allows you to be whatever race you want: you could always roleplay "suboptimal" decisions before, but now you're not penalized for picking a less-than-desirable race/class pairing. The only things to truly consider, in terms of min-maxing gameplay, are the racial features, and most can be acquired via other means and thus are not necessarily build-defining.
Table of Contents
If you are unfamiliar with the Dungeons & Dragons 5th Edition ruleset, there will be terms and phrases you simply haven't come across before in this guide, such as "Advantage", or "Saving Throw". I've jotted down a handy list of them here in the spoiler below, so you can get a quick rundown. Baldur's Gate III will try to explain these during gameplay if you have tutorials active, or if you press T while reading a tooltip, but that doesn't help you reading this!
- d4, d6, d8, d10, d12, d20 - These are referring to various dice, as in a 4-sided die numbered 1 to 4, a 6-sided die numbered 1 to 6, and so on. Different stats and checks rely on certain dice for their roll. If a spell said "8d6 damage", then it rolls 8 dice that are 6-sided to determine the result.
- Advantage/Disadvantage - When you are said to have Advantage in a situation, you roll two dice and use the better result. The opposite is true of Disadvantage, where you use the lower roll.
- Proficiency bonus - A character's Proficiency bonus increases as they level, and it is used as an addition to your roll in situations you excel at. If you swing a greatsword that you are Proficient in, you will add this bonus to your Attack roll to see if you hit the target.
- Ability check - When you are put in a situation that may be difficult or needs additional effort, you roll an Ability check to see if you succeed. Persuading a guard that you totally didn't just murder that guy would require a (very hard) Charisma check.
- Saving Throw - When a harmful condition or spell attempts to influence you, you might be able to roll a Saving Throw to see if you can ignore or mitigate the problem. For example, the spell Lightning Bolt demands you make a Dexterity Saving Throw to only take half damage; fail, and you'll take it all! Not all problems can be avoided: the spell Magic Missiles, for instance, always succeeds.
- Reaction - Reactions are how characters may respond when it is not their turn. The most common is an Attack of Opportunity, provoked by an enemy passing through their melee range. Some classes can use or give up their Reaction for the round to perform other actions
- Armor Class - Armor Class incorporates your armor's toughness, any natural or magical protection you have, your ability to dodge out of the way, etc. into a number that tells your opponent how hard it is to actually deal damage to you with a weapon. If your AC was a 15, for example, they would need to get a 15 or better with their Attack roll to successfully hurt you.
I've also written up a brief description of each Ability score: these are your character's basic attributes. If you don't know your Charisma from your Constitution, you'll have trouble understanding some of your choices. Read below to get started!
Strength - Your muscles. Carry stuff, break a door down, jump great distances, swing your heavy sword.
Dexterity - Your coordination. Dodge attacks, shoot your bow, poke someone with a dagger, pick a lock.
Constitution - Your health. Hit Points, Saving Throws against death, Hit Points, overall endurance, Hit Points.
Intelligence - Your brainpower. Know various things, recall information, appraise an item's worth.
Wisdom - Your intuition. Sense lies, spot hidden objects, apply medicine, follow tracks.
Charisma - Your personality. Gather information, persuade a friend, intimidate an enemy.
There are (at time of writing) 11 main races to choose from, with over 30 sub-races to further personalize your character. With that in mind, let's go through them! Below you'll find the racial information hidden behind spoilers, to keep the guide from ballooning out. Racial descriptions have been elaborated upon from their brief in-game footnote, utilizing my copy of the Dungeons & Dragons 5th Edition handbook.
**The game's Early Access period did not include all there was to know about the game, including various changes from the source material. We'll update as we learn more.**
Subrace: Their subraces are High Elf or Wood Elf. High Elves value magic and are usually more open to the other races, while Wood Elves are reclusive and much slower to trust people.
Note: The Origin character/Companion Astarion is a High Elf.
Racial Features: All Elves have the following:
- Proficiencies in the Perception skill, plus Longswords, Shortswords, Longbows, and Shortbows
- Darkvision, the ability to see in the dark up to 12 meters/40 feet
- Advantage against being Charmed, and immunity to magical sleep effects
In addition to the above, High Elves have:
- A base movement rate of 9 meters/30 feet per turn
- A free cantrip of their choosing, among the Wizard's list of spells.
Conversely, Wood Elves get:
- A base movement rate of 10.5 meters/35 feet per turn
- Proficiency in the Stealth skill.
Subrace: Their subraces are Asmodeus Tiefling, Mephistopheles Tiefling, and Zariel Tiefling. The original devil or demon behind their bloodline's pact influences what the resulting Tiefling looks like.
Note: The Origin character/Companion Karlach is an Asmodeus Tiefling.
Racial Features: All Tieflings get the following:
- A base movement rate of 9 meters/30 feet per turn
- Hellish Resistance, meaning they take half damage from Fire
- Darkvision, the ability to see in the dark up to 12 meters/40 feet
In addition, Asmodeus Tieflings receive:
- The spell Produce Flame as a free cantrip.
Mephistopheles Tieflings receive:
- The spell Mage Hand as a free cantrip.
And Zariel Tieflings receive:
- The spell Thaumaturgy as a free cantrip.
Subrace: Their subraces are Lolth-Sworn Drow and Seldarine Drow. The former hail from Menzoberranzan, a great city in the Underdark; they are generally as merciless as their god, the spider-queen. Seladrine Drow have discarded their pact with Lolth to seek allies elsewhere. They are the (extremely rare) exceptions to a race that revels in its wickedness.
Racial Features: Both subraces share the same racial features; their differences are merely based on narrative circumstances:
- A base movement rate of 9 meters/30 feet per turn
- Proficiency in the Perception skill, plus Rapiers, Shortswords, and Hand Crossbows
- Superior Darkvision, the ability to see in the dark up to 24 meters/80 feet
- Advantage against being Charmed, and immunity to magical sleep effects
- The spell Dancing Lights as a free cantrip.
Subrace: Humans do not come with a subrace.
Note: The Origin characters/Companions Gale and Wyll are Humans.
Racial Features:
- A base movement rate of 9 meters/30 feet per turn
- Proficiency in Light armor and Shields, plus Spears, Pikes, Halberds, and Glaives.
- They also choose an extra skill to be Proficient in.
- An additional 25% carrying capacity.
Subrace: Githyanki do not come with a subrace.
Note: The Origin character/Companion Lae'zel is a Githyanki.
Racial Features:
- A base movement rate of 9 meters/30 feet per turn
- Proficiencies in Light and Medium Armor, as well as Shortswords, Longswords, and Greatswords
- Astral Knowledge, giving them temporary Proficiency in all skills of a chosen Ability score.
- A psionic version of the cantrip spell Mage Hand that is invisible.
The Duergar, while similar in their values, have suffered immensely: digging deeper than any other dwarf dared to go, they were eventually enslaved by mind flayers and other horrors awaiting them in the Underdark. Having freed themselves from their terrible fate, they have grown into a grim culture that has no time for aesthetics or feelings.
Subrace: Their subraces are Gold Dwarf, Shield Dwarf, and the Duergar.
Racial Features: All dwarves have the following:
- A base movement rate of 7.5 meters/25 feet per turn
- Resistance to Poison damage and Advantage against Poison checks
- Proficiencies with Battleaxes, Handaxes, Light Hammers, and Warhammers
In addition, Gold Dwarves have:
- +1 to their maximum Hit Points starting out, and +1 again each time you level.
- Darkvision, the ability to see in the dark up to 12 meters/40 feet.
Shield Dwarves have:
- Proficiencies in Light and Medium Armors.
- Darkvision, the ability to see in the dark up to 12 meters/40 feet.
And Duergar have:
- Advantage on Saving Throws against Illusions, plus being Charmed or Paralyzed
- Superior Darkvision, the ability to see in the dark up to 24 meters/80 feet.
Subrace: Their subraces are High Half-Elf, Wood Half-Elf, and Drow Half-Elf.
Note: The Origin character/Companion Shadowheart is a High Half-Elf.
Racial Features: All Half-Elves have the following:
- Darkvision, the ability to see in the dark up to 12 meters/40 feet
- Advantage against being Charmed, and immunity to magical sleep effects
- Proficiency in Light armor and Shields, plus Spears, Pikes, Halberds, and Glaives.
In addition, High Half-Elves recieve:
- A base movement rate of 9 meters/30 feet per turn
- A free cantrip of their choosing, among the Wizard's list of spells.
Wood Half-Elves receive:
- A base movement rate of 10.5/35 feet meters per turn
- Proficiency with the Stealth skill.
And Drow Half-Elves receive:
- A base movement rate of 9 meters/30 feet per turn
- The spell Dancing Lights as a free cantrip.
Subrace: Their subraces are Lightfoot Halfling or Strongheart Halfling. The physical differences between them are minor, though they say Stronghearts come from dwarven ancestry (which might explain their stout statures).
Racial Features: All Halflings receive the following:
- A base movement rate of 7.5 meters/25 feet per turn
- The ability to reroll a result of 1 for Attack rolls, Ability checks, or Saving Throws (once per check).
- Advantage on Saving Throws against being Frightened.
In addition, Lightfoot Halflings get:
- Proficiency in Stealth checks.
And Strongheart Halflings get:
- Resistance to Poison damage and Advantage against Poison checks
Deep Gnomes, who live beneath the earth in the Underdark, live less liberating lives, although not necessarily by choice. Their enthusiasm has been hardened over time due to the constant threats around them, though they are no less good in spirit despite this.
Subrace: Their subraces are Rock Gnome, Forest Gnome, or Deep Gnome. Rock Gnomes are the most common, gladly spending time among the other races to learn and have fun. Forest Gnomes are much more secretive, while a Deep Gnome on the surface is a very rare sight.
Racial Features: All Gnomes have the following:
- A base movement rate of 7.5 meters/25 feet per turn
- Advantage on Intelligence, Wisdom, and Charisma Saving Throws.
In addition, Rock Gnomes receive:
- Darkvision, the ability to see in the dark up to 12 meters/40 feet
- Double their Proficiency bonus to History checks.
Forest Gnomes receive:
- Darkvision, the ability to see in the dark up to 12 meters/40 feet
- Speak with Animals as a free level 1 spell.
And Deep Gnomes receive:
- Superior Darkvision, the ability to see in the dark up to 24 meters/80 feet
- Advantage on Stealth checks.
Subraces: With a whopping 10 options to choose from, dragonborn have the most subraces. Their elemental variety is denoted by their color, which include: Black (Acid), Blue (Lightning), Brass (Fire), Bronze (Lightning), Copper (Acid), Gold (Fire), Green (Poison), Red (Fire), Silver (Cold), and White (Cold).
Racial Features: All Dragonborn have the following:
- A base movement rate of 9 meters/30 feet per turn
- Resistance to the element of their bloodline
- A Breath Weapon attack they can call upon of that damage type as well. Poison and Cold require Constitution saves to overcome them, while the others all require a Dexterity save to potentially mitigate damage.
Subrace: Half-Orcs do not come with a subrace.
Racial Features:
- A base movement rate of 9 meters/30 feet per turn
- Darkvision, the ability to see in the dark up to 12 meters/40 feet
- If they are dropped to 0 Hit Points but not outright killed, they fall to 1 Hit Point instead (once per long rest)
- If they score a Critical hit with a melee weapon, damage dice are tripled instead of doubled.
Continue Building Your Baldur's Gate III Character
When you're ready to continue, head to one of the other sections of this guide; Class being next in the game!
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