Actions in Baldur's Gate 3 are certain moves your character can perform. Actions can be used in both exploration and combat to manouver across the battlefield or to harm or aid Characters. The actions that a Character can perform are based on their Class an Equipment. Below you can find a list with all Actions in Baldur's Gate 3.
There are special types of Actions called Bonus Actions which can be performed on top of your normal Actions.
All Actions in Baldur's Gate 3
Name |
Type |
Description |
Range |
Requirements |
|
Action | Make a melee attack with your equipped Weapon |
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Melee Attack A melee Weapon must be equipped |
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Action | Inflicts Prone. Swipe at a creature to knock it Prone. Attack/Save: Dexterity Recharge: Once per short rest |
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N/A |
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Bonus Action | Characters perform a jump, which distance depends on his or her Strength modifier. Jumping doesn't trigger opportunity attacks. Recharge: Once per turn |
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N/A |
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Bonus Action | Coat your weapon in a surface to deal additional damage. | ![]() |
N/A |
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Bonus Action | Push a target away for up to 4 m. Shoving unsuspecting targets always succeeds. | ![]() |
N/A |
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Bonus Action | Stick to the shadows to improve your chances of going undetected. Attacking or casting spells reveals your location | N/A | N/A |
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Action | Allows you to throw an Item or Creature. Stronger characters can throw heavier objects. | ![]() |
N/A |
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Action | Double your movement speed for the current turn. Recharge: Once per turn. |
N/A | N/A |
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Action | Make a non-lethal attack against a creature. If the attack killed the creature, it falls Unconscious instead. Knocking companion unconscious will Down them. | ![]() |
N/A |
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Action | Help a target up. Can be used to remove Prone, Downed, Sleep, Enwebbed, and Ensnared. | ![]() |
N/A |
|
Action | Swing your Weapon in a large arc to attack multiple Enemies at once. | ![]() |
A Longsword must be equipped |
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Action | Allows you to make a ranged weapon attack to deal Piercing and to reduce the target's movement speed by 3 m. |
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|
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Action | Lash out with deadly claws to deal Slashing |
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N/A |
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Action | Make a melee weapon attack that deals Bludgeoning. |
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Melee Attack |
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Action | Grant another creature advantage on Stealth checks. |
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Concentration |
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Action | Slash at a creature. Inflicts Bleeding. | ![]() |
N/A |
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Action | Exploit a foe's distraction to deal Piercing |
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You have advantage, or another enemy of the target is within 1.5 m of it and you don't have disadvantage. |
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Action | Exploit a foe's distraction to deal Piercing Attack/Save: Melee Attack Recharge: Once per turn |
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You have advantage, or another enemy of the target is within 1.5 m of it and you don't have disadvantage. |
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Action | Once per day out of combat, replenish expended spell slots, with allow you to cast Spells. | N/A | N/A |
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Action | Make a ranged attack to deal Piercing Attack/Save: Ranged Attack |
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N/A |
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Action | Summon an illusion to distract your enemies. You and your allies receive advantage on attack rolls against a creature if both are attacker and the illusions are within 3 m of it. | ![]() |
Concentration |
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Action | Inflicts Turned. Present your holy symbol and pray. Each undead that can see or hear you is forced to flee from you. | ![]() |
N/A |
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Action | Harness the sun's divine power to dispel any magical darkness and deal Radiant to hostile creature. On a successful saving throw, creatures only take half damage. Doesn't affect creatures that have total cover from you. |
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Constitution |
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Action | Charge forward and attack all Enemies and objects in the way, dealing |
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N/A |
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Action | Inflicts Action Surge. Push Yourself beyond your limits and gain one additional action. | N/A | N/A |
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Action | Evoke a healing energy that restores 3*3 hit ponts to allied creatures. Has no effect on undead and constructs. |
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N/A |
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Action | Gain a beast companion that accompamies you on your adventures and fights alongside you. | ![]() |
N/A |
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Bonus Action | Double your movement speed for the current turn. | N/A | N/A |
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Bonus Action | Magically assume the shape of a beast. While in animal shape, you can't talk 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 dropped 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. |
N/A | N/A |
|
Bonus Action | Take the shape of a cat that can avoid attention or distract enemies. Your cat shape has 2 hit points. |
N/A | N/A |
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Bonus Action | Take the shape of a giant badegr that can burrow into the ground. Your badger shape has 13 hit points. |
N/A | N/A |
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Bonus Action | Take the shape of a polar bear that can goad enemies into attacking it. Your bear shape has 30 hit points. |
N/A | N/A |
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Bonus Action | Take the shape of a dire wolf that can increase its allie's movement speed and leave its enemies vulnerable. Your wolf shape has 18 hit points. |
N/A | N/A |
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Bonus Action | Take the shape of of a giant spider that can enweb enemies. Your spider shape has 20 hit points. |
N/A | N/A |
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Bonus Action | Take the shape of of a dire raven that can avoid attention and Blind enemies. Your raven shape has 21 hit points. |
N/A | N/A |
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Bonus Action | Take the shape of of a deep rothé that can casts dancing lights and charge its enemies. Your deep rothé shape has 23 hit points. |
N/A | N/A |
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Action | Once per day our of combat, you can replenish expended spell slots, which allow you to cast spells. | N/A | N/A |
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Action | Charge forward and push all objets and creatures in your path 13ft away from you. | ![]() |
N/A |