Actions Mechanisms in Baldur’s Gate 3

In Baldur’s Gate 3, the concept of Actions encapsulates a spectrum of maneuvers that your character can execute. These Actions can be instrumental in navigating across the battlefield or lending aid to or inflicting damage on Characters during both combat and exploration sequences. The spectrum of Actions a Character can carry out is contingent on their Class and Equipment. A comprehensive list of all potential Actions in Baldur’s Gate 3 is delineated below.

Additionally, there are distinct variants of Actions termed as Bonus Actions, which your character can perform supplementary to the standard Actions.

RESOURCE ALLOCATION FOR ACTIONS

The execution of Actions in Baldur’s Gate 3 necessitates the expenditure of corresponding resources by your character. Every character has the capacity to carry out a minimum of one Action and one Bonus Action during each turn. However, certain capabilities, such as the Action Surge, may bestow upon you an additional action point.

The primary resource that players utilize for attacking or casting Spells is termed as an Action. Specific Skills are designated particular action types. The majority of these resources are refreshed once the turn concludes.

Comprehending this mechanism is crucial during combat as it facilitates strategic planning for each turn. It’s worth noting that you aren’t obligated to exhaust both Actions before the conclusion of your turn.

For instance, while engaging as a Warlock, you may relocate to a vantage point and cast an Eldritch Blast upon an Enemy. This sequence consumes your Action for that specific turn, thereby inhibiting you from performing another action until your subsequent turn. However, your Bonus Action remains available. Utilizing a Potion of Healing or using Jump to alter your position, exhausts the remaining Bonus Action resource. This is merely an illustration of two potential Bonus Actions, and players are afforded a wider range of options.

Engaging in Weapon Actions

To execute Weapon Actions in Baldur’s Gate 3, it is IMPERATIVE that your character possesses proficiency with the weapon type in question. The absence of proficiency prevents the execution of the intended Weapon Action.

Reaction Mechanisms

The implementation of the Reactions feature in Patch 9 provides players with the opportunity to react to specific events or triggers, irrespective of whether it’s their turn. This is the Reaction resource icon. The execution of most reactions necessitates this resource, however, in some instances, another resource such as a Spell Slot may be required..

ALL ACTIONS IN BALDUR’S GATE 3

Each turn allows players to execute a single reaction with a character.

Supreme Force

A divine energy burst accompanies your strike, dealing an extra 1d6 Force damage, with the potential to push your adversary back by 5m.

Attack/Save: Melee Attack

Refresh: Once per Short Rest

Overdrive Action

Invokes Overdrive Action. Push yourself beyond your normal limits and acquire an additional action.

Mystic Regeneration

Once daily, outside of combat, replenish expended spell slots, enabling you to cast Spells.

Opportunity Strike

Automatically target an enemy moving out of your reach. This action is a Reaction. Initiate a reaction during your turn and it will execute automatically when necessary.

Spine Crusher

Imbue your strike with extra force that may potentially knock your adversary Prone.

Attack/Save: Melee attack, Strength.

Refresh: Once per short rest.

Lyrical Motivation

Motivate an ally through your performance.

They receive a bonus of +1d6 to their next Attack Roll, Ability Check, or Saving Throw.

Trickster’S Blessing

Confer another creature with an advantage on Stealth checks.
This blessing can only be used on one creature at a time.

Set (Melee)

Implements Set Stance
Expend 7.5m of your movement speed. Throughout the remainder of your turn, roll Melee damage twice and use the highest outcome.

Refresh: Once per short rest.

SET (RANGED)

Implements Set Stance
Expend 7.5m of your movement speed. Throughout the remainder of your turn, your Damage Rolls for your Ranged Weapon gain Advantage, but you forfeit the ability to move.

Refresh: Once per short rest.

Talons

Lash out with lethal talons to inflict Slashing damage.

Wide Sweep

Sweep your Weapon in a broad arc to target multiple enemies simultaneously.

Boot Click

Click the heels of your boots together.
For 1 turn, your Movement Speed is doubled, and adversaries have Disadvantage on Opportunity Attacks against you.

Valorous Inspiration

Inspire an ally with your courage.

They receive a +1d6 bonus to their next Attack Roll, Ability Check, or Saving Throw.

They can also opt to add a +1d6 bonus to the damage their next weapon attack deals or a +4 bonus to their Armour Class for one attack.

Shattering Strike

Strike an enemy with full force to inflict damage and possibly Daze them.

Attack/Save: Melee Attack, Constitution

Refresh: Once per Short Rest.

Forge Sorcery Points

Expend Spell Slots to accumulate Sorcery Points.

Forge Spell Slot

Use Sorcery Points to access a Spell Slot.

Leg-Cutting Strike

Strike at an enemy’s legs to deal damage and possibly Cripple them.

Strategic Action: Dash

Increase your Movement Speed for the current turn by twofold.
1 Turn

Distracting Jibe

Use your quick wit to unsettle a creature and erode its self-assurance.

It incurs a 1d6 penalty to Attack Rolls, Ability Checks, and damage dealt until your next turn commences.

Sprint

Double your Movement Speed this turn.
Refresh: Once per turn.

Coat

Coat a weapon on a surface. It either alters the surface or enhances the weapon. If dual-wielding, coat both weapons.

Disarming Maneuver (Melee)

Implements Rallied Stance.
Expend a superiority die to deal damage equal to X+Strength Modifier+1d8, the type dependent on the weapon used, and possibly force the target to relinquish the weapons they’re wielding.

Attack/Save: Melee Attack.

Disarming Strategy (Ranged)

Use a superiority die to inflict X+Dexterity Modifier+1d8 damage – the type being reliant on the weapon utilized – and potentially cause the target to drop their weapons.

Attack/Save: Melee Attack.

Evade

Focus on a safe withdrawal.
Moving will not trigger Opportunity Attacks.

Plummeting Assault

Leap onto a foe beneath you, inflicting Weapon Damage Slashing Damage and toppling them.

No Falling damage is incurred.
You must be at least 1.5m above your target.
Available only when in a Rage state.

Abate Rage

Use a bonus action to extinguish your Rage.

Fury-Filled Toss

Grasp an item or creature and hurl it at a target, causing Bludgeoning damage and toppling it.

The damage is determined by your strength and the weight of the item. Your Strength also influences how much weight you can throw.

Available only when Frenzied.

Deception

Feign an attack to potentially unbalance your enemy.
2 Turns
Dex Short Rest

Force Conduit

Charge ahead, shoving all objects and creatures in your path 13ft away from you.

Fury Strike

As a bonus action, execute a melee attack with your equipped weapon, dealing Weapon Damage slashing damage.

Available only when in a Frenzy.

Unbridled Rage

Your Rage escalates into a frenzy as you unleash your unrelenting fury and bloodlust.

You unlock the use of Fury Strike and Fury-Filled Toss. You can also make an Improvised Weapon Attack as a bonus action.

Frenzy concludes early if you have not attacked a creature or taken damage since your last turn.
Lasts 10 turns.

Tendon Tearer

Inflicts Hamstrung.
Shoot an enemy in the thigh to inflict damage and possibly reduce their Movement Speed by 50%.

Attack/Save: Ranged Attack, Constitution.

Refresh: Once per Short Rest.

Heart Strike

Strike an enemy’s chest to cause damage and possibly induce Chest Trauma.

Attack/Save: Melee Attack, Constitution.

Refresh: Once per Short Rest.

Undead and Constructs cannot suffer from Chest Trauma.

Assist

Aid an ally in distress. Eliminates Burning, Downed, Ensnared, Entangled, Enwebbed, Prone and Sleeping.

Conceal

Attempt to hide yourself. Success depends on your Stealth and whether you are Obscured. Attacking or casting spells divulges your location.

Impromptu Melee Weapon

Grab an item or creature and use it to execute a melee attack. Your Strength determines how much weight you can lift. Heavier items inflict more damage.

Melee

Fury Cry

Ignite your allies’ zeal. Each ally within hearing distance can move an extra 3m during their next turn.

Available only when in a Rage state.

Illusory Decoy

Conjure an illusion to distract your foes. You and your allies gain advantage on attack rolls against a creature if both the attacker and the illusions are within 3 m of it.

Leap

Leap to a specified location. Your Strength influences how far you can jump.

Rip

Slash at an enemy to inflict damage and possibly cause Bleeding.

Attack/Save: Melee Attack, Constitution.

Refresh: Once per Short Rest.

Undead and Constructs cannot Bleed.

Electric Field

Unleash an electric blast.

Expend 4 Lightning Charges to create an Electric Field. The blast jolts nearby enemies and potentially deals 1d6 Lightning damage.
3 Turns.

Lightning Blast

Channel the electricity coursing through your veins.
Your subsequent Lightning Spell or Cantrip inflicts additional Lightning damage equivalent to your remaining Lightning Charges.
Upon hitting, all your Lightning Charges are expended.
2 Turns.
Long Rest

Main Hand Attack

Execute a melee attack with your equipped Weapon.

Intimidating Attack (Melee)

Expend a superiority die to inflict X+Strength Modifier+1d8 damage – the type being reliant on the weapon utilized – and potentially frighten the target.

Attack/Save: Wisdom

Intimidating Attack (Ranged)

Expend a superiority die to inflict x+ Dexterity Modifier + 1d8 Piercing damage and potentially frighten the target.

Attack/Save: Ranged Attack

Mobile Fire

Carry out a Ranged Attack while on the move.

Attack/Save: Ranged Attack.

Refresh: Once per Short Rest.

Natural Regeneration

Once per day outside of combat, you can replenish expended spell slots, enabling you to cast spells.

Puncturing Shot

Inflicts Gaping Wounds
Shoot an enemy to harm them and potentially inflict Gaping Wounds.

Attack/Save: Ranged Attack, Constitution

Refresh: Once per Short Rest

Undead and Constructs cannot suffer from Gaping Wounds.

Puncturing Strike

Stab an enemy to harm them and potentially inflict Gaping Wounds.

Attack/Save: Melee attack, Constitution

Refresh: Once per short rest.

Undead and Constructs cannot suffer from Gaping Wounds.

Immobilize

Permit a ranged weapon attack to inflict Piercing damage and reduce the target’s movement speed by 3m.

Hilt Strike

Inflicts Dazed
Execute a non-lethal attack against an enemy to potentially Daze them.

Attack/Save: Melee attack, Constitution

Refresh: Once per short rest.

Prepare

Applies Prepared
Sacrifice 7.5m of your Movement Speed to inflict additional damage with your melee weapon for the remainder of the turn.

Refresh: Once per short rest.

Life Preservation

Summon a healing energy that restores 3*3 hit points to allied creatures.
Has no effect on undead and constructs.

Primal Rampage

3~6 Damage
1d4+2 Bludgeoning

Charge ahead, assaulting all hostile creatures in your path. Inflicts 1d4+2 Bludgeoning damage and topples targets.
Available only when in a Rage state.

Forcing Attack (Melee)

Expend a superiority die to inflict X+Strength Modifier+1d8 damage – the type being reliant on the weapon utilized – and potentially shove the target back 4.5m.

Attack/Save: Strength

Forcing Attack (Ranged)

Expend a superiority die to inflict X+Strength Modifier+1d8 damage – the type being reliant on the weapon utilized – and potentially shove the target back 4.5m.

Attack/Save: Ranged Attack

Dawn Radiance

Utilize the divine power of the sun to dismiss any magical darkness and inflict Radiant damage on hostile creatures.
On a successful saving throw, creatures only take half damage. Does not affect creatures that have total cover from you.

Rage

While in a Rage, you inflict 2 extra damage with melee and improvised weapons, and when throwing objects.

You also have Resistance to physical damage, and Advantage on Strength checks and Saving Throws.

Rage ends early if you have not attacked a creature or taken damage since your last turn.
10 turns.

Rage: Heart Of The Bear

Enter a Rage that enables you to withstand any punishment.

You can utilize Unyielding Ferocity, and have Resistance to all damage except psychic damage.

Rage ends early if you have not attacked a creature or taken damage since your last turn.

10 turns.

Rage: Eagle Heart

Enter a rage that makes you near untouchable. You can use Diving Strike.

Opponents also have Disadvantage on Opportunity Attacks against you, and you can use Dash as a bonus action.

Rage ends early if you haven’t attacked a creature or taken damage since your last turn.
10 turns.

Rage: Elk Heart

Enter a rage that provides you with extraordinary speed.

You can use Primal Stampede, and your Movement speed increases by 4.5m.

Rage ends early if you haven’t attacked a creature or taken damage since your last turn.
10 turns.

Rage: Tiger Heart

Enter a rage that enhances your jumps.

You can use Tiger’s Bloodlust, and your jump distance increases by 4.5m.

Rage ends early if you haven’t attacked a creature or taken damage since your last turn.
10 turns.

Rage: Wolf Heart

Enter a rage so inspiring it motivates your allies.

You can use Inciting Howl, and your allies have Advantage on melee Attack Rolls against enemies within 2m of you.

Rage ends early if you haven’t attacked a creature or taken damage since your last turn.
10 turns

Rally

Expend a superiority die to strengthen the resolve of a friendly creature. It gains an additional 8 hit points.

Ranged Attack

Perform a ranged attack to deal Piercing damage
Attack/Save: Ranged Attack

Reckless Attack

Discard all caution as you attack. You have Advantage on the Attack Roll and deal Weapon Damage Slashing Damage.

Until your next turn, you have Advantage on Attack Rolls, but enemies also have Advantage on Attack Rolls against you.

Restore Bardic Inspiration

Play your instrument to restore one of your Bardic Inspiration slots.

Rush Attack

Inflicts Off Balance

Charge forward and attack the first enemy in your path, dealing damage and possibly pushing them Off Balance.

Attack/Save: Strength

Refresh: Once per Short Rest.

Shove

Attempt to push a target away. The distance you can shove a target depends on your Strength and the target’s weight. Shoving depends on your Athletics, and the higher of the target’s Athletics or Acrobatics. Shoving always succeeds if you’re hidden or invisible.

Shrouded In Shadow

Become Invisible. The spell breaks if you attack, cast another spell, perform an Action, or take damage.
Concentration Long Rest

Sneak Attack (Melee)

Utilize a foe’s distraction to deal Melee Attack
Refresh: Once per turn

You have advantage, or another Enemy of the target is within 1.5 m of it and you don’t have disadvantage.

Sneak Attack (Ranged)

Utilize a foe’s distraction to deal Piercing damage.
Attack/Save: Ranged Attack
Refresh: Once per turn

You have advantage, or another Enemy of the target is within 1.5 m of it and you don’t have disadvantage.

Song Of Rest

Comfort those around you with your music.

You and your allies are rejuvenated as though you would have taken a short rest.

Sprint

Rush forward in a straight line. Reduces the duration of your Momentum by 1 turn.

Doesn’t provoke Opportunity Attacks

Stage Fright

2d6 Psychic (Conditional)

Overwhelm your enemy with a crippling fear of failure. They receive Disadvantage on Attack Rolls and take damage each time they miss an Attack Roll.

They overcome their Stage Fright when they succeed an Attack Roll.

Summon Companion

Acquire a beast companion that accompanies you on your adventures and fights alongside you.

Throw

Hurl an Item or creature. Your Strength affects how much weight you can throw. Heavier items inflict more damage. The damage of Thrown weapons is equivalent to the weapon’s melee damage.

Melee

Tiger’S Bloodlust

Unleash an attack on up to 3 enemies at once. Each of them takes half the damage your weapon usually deals, and starts to Bleed.

Available only when Raging.

Toggle Non-Lethal Attacks

Opt to knock someone Unconscious instead of killing them. Must be unarmed or using a melee weapon. Doesn’t work on undead and constructs.

Topple

Inflicts Prone. Swipe at a creature to knock it Prone.

Attack/Save: Dexterity

Refresh: Once per short rest

Trip Attack (Melee)

Expend A Superiority Die To Deal X + Strength Modifier + 1D8 Damage And Potentially Knock The Target Prone.

Attack/Save: Strength

Trip Attack (Ranged)

Expend A Superiority Die To Deal X + Dexterity Modifier + 1D8 Damage And Potentially Knock The Target Prone.

Attack/Save: Ranged Attack

Turn Undead

Inflicts Turned. Present your holy symbol and pray. Each undead that can see or hear you is forced to flee from you.

Unrelenting Ferocity

You are stronger than you realize. Gather your stamina to heal 1d8+2 hit points.

Available only when Raging.

Vampire Bite

You draw blood from a living creature and regain 2d4 hit points. The target suffers 2d4 Piercing damage, unless it is unconscious or you are Hiding. Biting a creature does not break stealth.

Refresh: Once per Short Rest.

Voice Of The Circle

Applies Voice of the Circle

Grant an ally a +2 bonus on Persuasion Checks.

Refresh: Once per Short Rest.

Weakening Strike

Target an enemy’s hands with a non-lethal attack to deal damage and possibly inflict Weak Grip.

Str Short Rest

Creatures without weapons can’t have Weak Grip.

Wild Shape Action

Magically assume the form of a beast. While in animal form, you can’t speak or cast spells.

You take on the game statistics of your beast form -excluding your Intelligence, Wisdom, and Charisma scores. When your beast form drops to 0 hit points, you revert to your normal form, with the number of hit points you had before transforming. If your hit points fell below 0 in beast form, that damage is applied after you revert. Spells that require concentration are not broken by turning into an animal. Your equipment merges into your animal form and won’t have any effect until you revert.

Wild Shape: Badger

Transform into a giant badger that can burrow into the ground.
Your badger form has 13 hit points.

Wild Shape: Bear

Assume the form of a polar bear that can provoke enemies into attacking it.
Your bear form has 30 hit points.

Wild Shape: Cat

Transform into a cat that can avoid attention or distract enemies.
Your cat form has 2 hit points.

Wild Shape: Deep Rothé

Become a deep rothé that can cast dancing lights and charge its enemies.
Your deep rothé form has 23 hit points.

Wild Shape: Dire Raven

Transform into a dire raven that can avoid attention and Blind Enemies.
Your raven shape has 21 hit points.

Wild Shape: Spider

Assume the shape of a giant spider that can enweb Enemies.
Your spider shape has 20 hit points.

Wild Shape: Wolf

Change into a dire wolf that can increase its allies’ movement speed and leave its Enemies vulnerable.
Your wolf shape has 18 hit points.

Inkblot

Generate a cloud of magical darkness and immediately attempt to Hide.
Creatures within the cloud are Heavily Obscured and Blinded. Creatures cannot make ranged attacks into or out of the darkness.

Divine Sense

Tap into your spiritual awareness to gain Advantage on Attack Rolls against celestials, fiends, and undead.

Lay On Hands

Utilize your blessed touch to heal a creature or cure it of all diseases and poisons.

Lay On Hands: Cure

Charge your hands with divine power to cure all diseases and poisons affecting creatures.
No effect on undead and constructs.

Lay On Hands: Greater Healing

Infuse your hands with divine power to heal an ally.
No effect on undead and constructs.

Lay On Hands: Lesser Healing

Instill your hands with divine power to heal an ally.
No effect on undead and constructs.

Turn The Faithless

Channel your Oath using ancient words to Turn nearby fey and friends.

Nature’S Wrath

Invoke primaeval forces to Restrain an enemy.

Spiteful Suffering

Immerse an enemy in the darkness that churns within you.
The target takes 1d4+3 Necrotic damage each turn and Attack Rolls against it have Advantage.

Control Undead

Utilize the power of your Oath to gain control over an undead creature.

Dreadful Aspect

Release your darkest emotions as a menacing pulse to Frighten nearby enemies.

Holy Rebuke

Invoke your Oath to grant an ally a vengeful aura that deals 1d4 Radiant damage to anyone who hits them with a melee attack.

Sacred Weapon

Imbue the weapon in your main hand with positive energy to turn it into a Sacred Weapon.

Turn The Unholy

Channel your Oath and utter a prayer to Turn nearby friends and undead.

Healing Radiance

Call upon your Oath to let nature heal all nearby allies.

Dismiss Summons

Terminate a summoning you’ve invoked.

One With Shadows

Merge with the shadows around you, rendering you invisible or undetectable.

Horde Breaker (Melee)

Target two creatures standing close to each other. Attack the first creature and prepare the second for a follow-up strike.

Horde Breaker (Ranged)

Target two creatures standing close to each other. Shoot the first creature and prepare the second for a follow-up strike.

Cunning Action: Disengage

Focus on retreating safely. Movement won’t provoke Opportunity Attacks.
Lasts 1 Turn.

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