Baldur's Gate 3


CLASS: WIZARD

Level 1:

  • Cantrips (2 / Wizard)
  • Spells (2 / Wizard)
  • Arcane Recovery Charge (1)
  • Spell Slots (Level 1 / 2)
  • Arcane Recovery

Level 2:

  • Spells (2 / Wizard)
  • Arcane Recovery Charge (1)
  • Spell Slots (Level 1 / 2)
  • Passives (2)
    • Passives are detailed after class and subclass progressions.

Level 3:

  • Spells (2 / Wizard)
  • Arcane Recovery Charge (1)
  • Spell Slots (Level 2 / 2)
  • Subclass Progression
    • Subclasses are detailed after class progression.

Level 4:

  • Spells (2 / Wizard)
  • Arcane Recovery Charge (1)
  • Spell Slots (Level 2 / 2)
  • Feat (1)

Level 5:

  • Cantrips (1 / Wizard)
  • Spells (2 / Wizard)
  • Arcane Recovery Charge (1)
  • Spell Slots (Level 3 / 2)
  • Spellweaver’s Resurgence
    • Upon casting a Spell, restore one charge of Arcane Recovery.

Level 6:

  • Spells (2 / Wizard)
  • Arcane Recovery Charge (1)
  • Spell Slots (Level 3 / 2)
  • Passives (2)
    • Passives are detailed after class and subclass progressions.

Level 7:

  • Spells (2 / Wizard)
  • Arcane Recovery Charge (1)
  • Spell Slots (Level 4 / 1)
  • Subclass Progression
    • Subclasses are detailed after class progression.

Level 8:

  • Spells (2 / Wizard)
  • Arcane Recovery Charge (1)
  • Spell Slots (Level 4 / 1)
  • Feat (1)

Level 9:

  • Cantrips (1 / Wizard)
  • Spells (2 / Wizard)
  • Arcane Recovery Charge (1)
  • Spell Slots (Level 5 / 1)
  • Arcane Resurgence
    • Spend 3 charges of your Arcane Recovery in order to receive an additional Action for the rest of your turn.

Level 10:

  • Spells (2 / Wizard)
  • Arcane Recovery Charge (1)
  • Spell Slots (Level 5 / 1)
  • Passives (2)
    • Passives are detailed after class and subclass progressions.

Level 11:

  • Spells (2 / Wizard)
  • Arcane Recovery Charge (1)
  • Spell Slots (Level 6 / 1)
  • Subclass Progression
    • Subclasses are detailed after class progression.

Level 12:

  • Spells (2 / Wizard)
  • Arcane Recovery Charge (1)
  • Spell Slots (Level 6 / 1)
  • Feat (1)

SUBCLASS: ABJURATION

Level 3:

  • Arcane Ward
    • Protect yourself from damage equal to the amount of charges of Arcane Ward you have. Charges decrease by 1 per instance of damage. Maximum charge is equal to your Wizard level multiplied by two. Long Resting resets your charge to your current Wizard level.

Level 7:

  • Projected Ward
    • Extend your ward as a Reaction, blocking damage for one of your allies when they are attacked.

Level 11:

  • Upon taking a Short Rest, increase your Arcane Ward charges by your Wizard level.

SUBCLASS: EVOCATION

Level 3:

  • Sculpt Spells
    • Allies will automatically succeed their Saving Throws against your Evocation Spells, and take no damage from them.

Level 7:

  • Evocation Arcanum
    • Each time you cast an Evocation Spell, restore one charge of Arcane Recovery.

Level 11:

  • Empowered Evocation
    • Apply your INT Modifier to all damage rolls with Evocation Spells.

SUBCLASS: NECROMANCY

Level 3:

  • Necromantic Apprentice
    • Gain “Animate Dead”. Casting this as a level 3 Spell no longer requires a Spell Slot.

Level 7:

  • Necromantic Acolyte
    • Gain Resistance to Necrotic damage. When you deal Necrotic damage, you heal for half the damage dealt.

Level 11:

  • Necromantic Apostle
    • Casting “Animate Dead” as a level 5 Spell no longer requires a Spell Slot.

SUBCLASS: CONJURATION

Level 3:

  • Surface Alteration
    • Create a surface of a chosen element, covering an area of 3m/10ft. The surface is maintained indefinitely provided you retain Concentration.

Level 7:

  • Benign Transposition: Teleport
    • Teleport to a chosen area, or swap places with an Ally.

Level 11:

  • Focused Conjuration
    • Damage taken while Concentrating on a Conjuration Spell will never break your Concentration.

SUBCLASS: ENCHANTMENT

Level 3:

  • Hypnotic Gaze
    • Charm and incapacitate an enemy. It cannot move or act.

Level 7:

  • Instinctive Charm
    • When attacked by an enemy, use your Reaction in order to Charm them. They will attack an Ally instead of you, if possible.

Level 11:

  • Split Enchantments
    • Enchantment Spells may now target two entities.

SUBCLASS: DIVINATION

Level 3:

  • Portent
    • Gain three random dice which you can use to change the outcome of Attack Rolls or Saving Throws, for yourself, allies, or enemies. When taking a Short Rest, you will receive a Prophecy. Complete it in order to recharge spent dice.

Level 7:

  • Superior Divination
    • Gain two additional dice which can be used repeatedly for the cost of two Arcane Recovery charges. These dice are equal to five and fifteen.

Level 11:

  • Sovereign Divination
    • Gain two additional dice which can be used repeatedly for the cost of four Arcane Recovery charges. These dice are equal to one and twenty.

SUBCLASS: ILLUSION

Level 3:

  • Intangible Form
    • This passive may be toggled at any time in order to become Invisible.While Invisible, you lose one charge of Arcane Recovery per turn. After Invisibility has been broken, you cannot reenter Invisibility for one turn.

Level 7:

  • Weavesight
    • Gain Superior Darkvision as well as the ability to passively see any Invisible entities.

Level 11:

  • Illusory Mirage
    • When attacked, you may spend your Reaction and two charges of Arcane Recovery in order to force the attack to miss.

SUBCLASS: Transmutation

Level 3:

  • Transmuters Stone
    • Gain the ability to create a Transmutation Stone which can provide a myriad of chosen benefits and effects.

Level 7:

  • Deepened Transmutations
    • Gain the ability to create two Transmutation Stones at once.

Level 11:

  • Transmutation Mastery
    • Gain the ability to create three Transmutation Stones at once.

ARCANE THREADS (PASSIVES):

  • Arcane Fortitude
    • Gain Advantage on Concentration based Saving Throws
  • Arcane Reverb
    • Emit a shockwave when struck by a melee attack which can force enemies back by 4.5m/15ft.
  • Arcane Shield
    • While Concentrating, you gain Resistance to physical damage.
  • Boon of Plumes
    • Emit an aura across 9m/30ft which grants you and any nearby allies the effects of Featherfall.
  • Concentrated Defense
    • While Concentrating, you gain +1 Armour Class.
  • Elemental Countercharge
    • When an enemy misses you with a Melee Weapon Attack, you may use your Reaction in order to retaliate with Shocking Grasp.
  • Enchanted Safeguard
    • While not wearing armour or using a shield, add your INT Modifier to your Armour Class.
  • Flames Riposte
    • When an enemy fails an Attack Roll against you, you may use your Reaction to retaliate with Firebolt.
  • Illusory Phantasm
    • At the start of combat, gain the effects of Mirror Image.
  • Magical Insight
    • Gain basic Darkvision.
  • Mystic Override
    • When dealing elemental damage, you ignore Resistances.
  • Potent Cantrips
    • Add your Proficiency Bonus to the damage of your Cantrips.
  • Potent Spells
    • Add your Proficiency Bonus to the damage of your Spells.
  • Spellblade
    • Gain “Weapon Bond”, allowing you to bind your main hand weapon to yourself. It gains the “Thrown” property and uses your Spellcasting modifier for Attack Rolls and damage.
  • Spellbound Rebirth
    • Upon killing an enemy with a Spell, gain one charge of Arcane Recovery.
  • Spell Surge
    • While in combat, regenerate one charge of Arcane Recovery every three turns.
  • Telekinetic Command
    • Gain the ability to telekinetically push or pull objects and entities.
  • War Magic
    • After casting a Cantrip, you may make a melee attack as a Bonus Action.
  • Wizard’s Clarity
    • Gain Advantage on Intelligence based Ability Checks.
  • Woven Precision
    • Reduce the number needed for Critical Hit with Spells and Cantrips by 1.

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