Baldur's Gate 3


CLASS: FIGHTER

Level 1:

  • Superiority Dice (3)
  • Second Wind
    • Once per combat encounter, upon reaching 50% of your total Hit Points, recover +1d8 Hit Points multiplied by your Proficiency Bonus.
  • Manoeuvres (2)


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.
  • Action Surge
    • Gain an additional Action.
  • Manoeuvres (2)


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.
  • Indomitable
    • Whenever you fail a Saving Throw, you may reroll it once.
  • Manoeuvres (2)


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: Eldritch Knight

Level 3:

  • Warlock Spell Slots (2)
  • Cantrips (2 / Warlock)
  • Spells (2 / Warlock)

Level 7:

  • Spells (2 / Warlock)
Level 11:

  • Spells (2 / Warlock)

SUBCLASS: Champion

Level 3:

  • Champion's Windstorm
    • In addition to automatically using Second Wind at 50% of your total Hit Points, you may now also manually use it once per combat.

Level 7:

  • Champion's Surge
    • You may now use Action Surge once per combat encounter, rather than once per Short Rest.

Level 11:

  • Champion's Indomitability
    • In addition to rerolling a failed Saving Throw, you now add your Proficiency Bonus to all Saving Throws as well.

SUBCLASS: Frontier Knight

Level 3:

  • Manoeuvres (2)

Level 7:

  • Manoeuvres (2)
Level 11:

  • Manoeuvres (2)

Honed Techniques (PASSIVES):


  • Aspect of Defiance
    • While below 50% of your maximum Hit Points, gain Resistance to all forms of Physical damage.
  • Challenger’s Call
    • When an ally within 4.5m/15ft of you is damaged below 50% of their maximum Hit Points, you may spend your Reaction to immediately Challenge the enemy, as well as any enemies within 4.5m/15ft of the one you targeted.
  • Charge of the Collective
    • Upon Dashing, allies within 4.5m/15ft do as well.
  • Duellist
    • Gain a +2 bonus to Attack Rolls with Versatile weapons.
  • Full Arsenal
    • Upon scoring a Critical Hit, restore two Superiority Dice.
  • Heavy Assault
    • When you roll a 1 or 2 on a damage die with a Two-Handed weapon, reroll your damage die once.
  • Intuitive Warning
    • When an enemy makes an Attack Roll against an ally within 9m/30ft, use your Reaction to impose Disadvantage on the attack.
  • Ironclad
    • Increase your Armour Class by +1. Increase it by +2 if you are wearing Heavy Armour.
  • Iron Will
    • Add your STR Modifier to all Saving Throws.
  • Leader’s Momentum
    • Emit an aura across 4.5m/15ft which increases your allies’ Initiative by 5.
  • Martial Fortress
    • Upon killing an enemy while wearing Heavy Armour, gain Temporary Hit Points equal to your levels in Fighter.
  • Martial Reclaim
    • Upon killing an enemy, restore one Superiority Die.
  • Merciless
    • When dealing damage to an entity with less than 25% of its Hit Points remaining, add your STR Modifier to your damage rolls.
  • Natural Born Leader
    • Upon rolling a Critical Hit, immediately Rally all allies within 9m/30ft.
  • Opportunist
    • When you make a successful Attack of Opportunity, reduce your target's Movement Speed to zero.
  • Proper Form
    • When an enemy damages you, spend a Superiority Die in order to reduce the damage by -1d8. You must be able to see the attacker.
  • Reckless Abandon
    • While in combat and not wearing Heavy Armour, restore one Superiority Die every three turns.
  • Sentinels Protection
    • When an enemy damages an ally within 1.8m/6ft of you, spend a Superiority Die to reduce the damage by -1d8. You must be able to see the attacker.
  • Tactical Retreat
    • Upon Disengaging, allies within 4.5m/15ft do so as well.
  • Tunnel Fighter
    • Gain an additional Reaction.

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HaVeNII7

2 comments

  1. Ortengryn
    Ortengryn
    • member
    • 0 kudos
    Champion and Frontier Knight look weaker than Arcane Knight. In addition to passives, he also recives slots and spells (what is not written in article)

    And if fighter subclasses are just passives of other classes, why not add all 11 instead 2? :)
    1. August2003
      August2003
      • member
      • 0 kudos
      I was also thinking this! I especially worry for Champion because it seems that all it gives is the passives you like less than the ones you'd pick for the regular six spots.