Baldur's Gate 3


CLASS: ROGUE

Level 1:

  • Lucky Dice (3)
  • Sneak Attack
    • Deal additional damage to a target once per turn when an ally is beside them, or if you have Advantage. This value grows as you level. When an enemy takes damage from Sneak Attack, it will not proc on them again until the end of their next turn.
  • Lucky Roll
    • Spend your Lucky Dice in order to gain Advantage on failed rolls. When spent on an Attack Roll, can cause you to proc Sneak Attack.
  • Nimble Movement
    • You may Sneak, Dash, and Disengage as a Bonus Action. This may be toggled at any time.

Level 2:

  • Passives (2)
    • Passives are detailed after class and subclass progressions.

Level 3:

  • Subclass Progression
    • Subclasses are detailed after class progression.

Level 4:

  • Feat (1)

Level 5:

  • Extra Attack
    • Make an additional attack for free.
  • Lucky Toss
    • Each turn, you have a 50% chance to restore one Luck Point.
  • Additional Sneak Attack Charge
    • You may now utilize Sneak Attack twice per turn.

Level 6:

  • Passives (2)
    • Passives are detailed after class and subclass progressions.

Level 7:

  • Subclass Progression
    • Subclasses are detailed after class progression.

Level 8:

  • Feat (1)

Level 9:

  • Improved Extra Attack
    • Make two additional attacks for free.
  • Uncanny Dodge
    • When an enemy makes a successful Attack Roll against you, you may spend your Reaction in order to take half damage from the attack.
  • Additional Sneak Attack Charge
    • You may now utilize Sneak Attack three times per turn.

Level 10:

  • Passives (2)
    • Passives are detailed after class and subclass progressions.

Level 11:

  • Subclass Progression
    • Subclasses are detailed after class progression.

Level 12:

  • Feat (1)

SUBCLASS: THIEF

Level 3:

  • Reflexive
    • You may now Dip your weapons, Shove targets, or Jump as a Reaction.

Level 7:

  • Get Out of Jail Free
    • When an enemy fails an Attack Roll against you, you immediately Dash and Disengage.

Level 11:

  • No Honor Among Us
    • Gain two additional Reactions.

SUBCLASS: ARCANE TRICKSTER

Level 3:

  • Cantrips (2 / Wizard)
  • Spells (2 / Wizard)
  • Spell Slots (Level 1 / 4)
  • Blessing of the Trickster
    • Outside of combat, grant an entity Invisibility and Advantage on Dexterity based Ability Checks. This persists for as long as you maintain Concentration.

Level 7:

  • Spells (2 / Wizard)
  • Spell Slots (Level 2 / 4)
  • Mage Hand Legerdemain
    • Gain a Mage Hand that is Invisible, and can carry out additional tasks.

Level 11:

  • Spells (2 / Wizard)
  • Spell Slots (Level 3 / 4)
  • Magical Ambush
    • Learn Misty Step. This Spell no longer requires a Spell Slot to cast.

SUBCLASS: ASSASSIN

Level 3:

  • Initiate
    • You immediately restore your Action and Bonus Action at the start of combat.
    • Attack Rolls made against entities who have not had a turn yet in combat are made with Advantage.
    • When attacking a Surprised target, you automatically roll a Critical Hit.

Level 7:

  • Hidden Implement
    • While Sneaking or Invisible, you have a 25% chance to Surprise your target when damaging them.

Level 11:

  • Assassinate
    • While both outside of combat and Sneaking or Invisible, successful Attack Rolls deal an additional +25d4 damage to your target.

CUNNING SUBVERSIONS (PASSIVES):


  • Cunning Strikes
    • Upon killing a target, restore one Luck Point.
  • Cutthroat
    • When you roll a Critical Hit while Sneaking or Invisible, roll an additional damage die.
  • Elusive Momentum
    • When you kill a target, immediately Dash.
  • Elusive Retreat
    • When you kill a target, immediately Disengage.
  • Elusive Shadow
    • When you kill a target, immediately attempt to Sneak.
  • Fast Hands
    • Gain Advantage on Dexterity based Ability Checks.
  • Fatal Manoeuver 
    • While Sneaking or Invisible, the number you need in order to roll a Critical Hit is reduced by 1.
  • Illusory Advantage
    • Gain Minor Illusion. You may cast this Cantrip as a free action.
  • Light Footwork
    • Difficult Terrain no longer affects you.
  • Low Visibility
    • While obscured in shadow, your Armour Class increases by 1.
  • Manipulator
    • Gain Advantage on Deception and Persuasion based Ability Checks.
  • Now You See Me
    • When an enemy fails an Attack Roll against you with a melee weapon, you may spend your Reaction in order to Blind them for the rest of their turn.
  • Quick Reflexes
    • Gain an additional Reaction.
  • Reactive Movement
    • Gain the ability to Dash, Disengage, and Hide as a Reaction. This can be toggled at any time.
  • Sharp Eyes
    • Gain Advantage on all Insight and Perception based Ability Checks.
  • Spectre
    • Gain the ability to warp up to 4.5m/15ft with a Bonus Action. This warp is not limited by line of sight.
  • Subtle Impact
    • Reduce fall damage by 50%.
  • Umbral Sight
    • Gain basic Darkvision.
  • Vanishing Act
    • When an enemy misses you with a melee attack, you may spend your Reaction to become Invisible until the end of your next turn.
  • Venomous
    • Upon Sneaking or turning Invisible, your weapons are immediately coated in a basic poison for three turns.

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