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!

    Helpful Terms and Phrases to Know
    • 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!

    Ability Scores and You

    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.**

    Elf
    Attuned to magic and exhibiting an almost supernatural grace, Elves can live almost a millennium. This can lead them to develop a perspective that seems distant, detached, and occasionally outright-cold, seemingly unconcerned with events that might bother a younger race more. That's not to say they cannot be passionate or focused; quite the opposite, in fact, if the subject matter is one they are particularly interested in. While elves are usually keen on diplomacy (or simply waiting out the lives of those that trouble them), they are trained in the ways of the sword, bow, and spell.

    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.

    Tiefling
    Long ago, the ancestors of a Tiefling made a pact with a demon or devil in the name of great power. In return, they were forever changed: their children and their children's children are a reflection of this dark deal, and subject to all the prejudice and fear this might bring forth from other people. With devil-like horns and a tail, often with infernal skin colors such as red or purple, they are unmistakable…for better or worse. Tieflings have no homeland of their own, meaning they must forge their own path in the world and carve out what existence they can, in spite of their circumstances.

    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.

    Drow
    Drow, or "dark elves" as they are also known, are descendants of the elves that were banished beneath the earth when the race as a whole faced a great schism. Don't let them fool you, however: it was brought about by their own doing, worshipping the spider-goddess Lolth and deeming all other races to be inferior and worthy only of enslavement. They have since built a powerful civilization, constantly threatening the surface world with raids for goods and potential victims. Centuries under the ground have turned their skin black and their hair white, but it has not lessened their magical affinities or skill in melee combat. 

    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.

    Human
    Humans are…humans. I have to assume you know what a human is. In Dungeons and Dragons, humans are the most common of the races. Adaptable and ambitious, they tend to live shorter lives than most others, leading them to seek greatness in the limited time they have available.

    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.

    Githyanki
    For millennia, their people were enslaved by mind flayers. Eventually freeing themselves from the evil empire, the "Gith" as they came to be known broke down into two factions: the contemplative Githzerai, who wanted to "live and let live" with other races, and the more brutal Githyanki, who developed into a martial culture seeking vengeance and the total eradication of mind flayers. We can play as the latter; considering the game outright begins with us captured and nearly brought to heel by mind flayers, this race is especially apt for the story of Baldur's Gate III.

    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.

    Dwarf
    Dwarves are a short but proud mountain-faring people, having seen their fair share of war and trouble. They meet each challenge with decisive action, although they tend to be slow in adopting change over their centuries of life. Solid, loyal, and determined, they and their clan carry forth ideals of industrious labor, skill in battle, and unbending justice.

    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.

    Half-Elf
    Half-Elves are caught in-between two different worlds: the long, tempered life of an elf mixed with the fast-burning candle of a human. With no distinct lands to call their own, uncommon as they are, they generally reside within the lands of their parentage, despite feeling like outcasts. Their bloodline makes them excellent at developing relations between the two races, with a "best of both worlds" approach that allows them to be relatable to many peoples. Combining the keen senses of the elves with the curiosity of the humans, a half-elf can develop a unique perspective on life that cannot be found elsewhere.

    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.

    Halfling
    Halflings, as their name might attest, are only half as tall as a human. As such, they have developed a tried-and-true formula for avoiding conflict with their larger brethren: get along with everybody, or avoid being seen entirely. They engage in practical lives full of simple pleasures, and are adept at thriving amongst the other races and becoming an appreciated member of the community. When stumbling upon a problem, they look for straight-forward answers and don't want to spend/waste time deliberating. Generous and kind-hearted almost to a fault, a halfling generally doesn't seek out violence or adventure unless it is thrust upon them.

    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

    Gnome
    Gnomes are very small, smaller than dwarves, but within them stems an expansive appreciation for life and living. Despite potentially surviving over 500 years, they still concern themselves with spending that time to the fullest and experiencing as much as they possibly can. Inventing new things, exploring the world; a gnome will dedicate themselves to the task at hand with a smile on their face and a cutting joke at the ready. They take risks, dream big, and slake their thirst for adventure at every opportunity.

    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.

    Dragonborn
    Dragonborn, as their name implies, are descendants from the dragons themselves. Though they lack the powerful wings of their ancestors, they make up for it with a humanoid shape that allows them the dexterity and precision of having fingers. They are generally uncommon, and one born to a chromatic dragon can be treated with concern and fear, if not outright hostility. Conversely, a metallic dragonborn may be looked upon with awe, their ancestor's color implying a goodly disposition. Of course, one's personality is not defined by one's color, and there can be good Blue dragonborn just as there can be evil Silver dragonborn.

    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.

    Half-Orc
    Orcs exhibit a martial heritage and worship the one-eyed god Gruumsh. They value strength, power, and cunning, quick to anger and quick to violence. Most half-orcs are no exception, although those who live outside of orc lands may feel differently or be less beholden to their rage. Still, their bloodline can lead them down a darker path, especially when faced with the prejudice one can expect from the other races. Having been battling orcs for ages, they tend to look at half-orcs with caution and concern.

    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!