Subclasses in Baldur's Gate 3 is a secondary classification that players can choose apart from the main Class. Subclasses determine your character's Abilities, aptitudes and how they will develop as they increase in level. Each available class in the game will split into a number of subclasses. Most Classes will have three available Subclass options, while others like the Cleric and Wizard will have more. This page covers a list of all the subclasses available in the game. The table also lists the ones that can be played during Early Access.
Baldur's Gate 3 More Gameplay
Baldur's Gate 3 Subclasses Updates
Upon the official release of Baldur's Gate 3, players will be able to see all 12 Classes which expands to about 46 Subclasses during Character Creation including the new subclasses and the new Monk class. Developers have announced that they have added at least one new Subclass per Class so that players will have additional options and a chance to have a new experience. On average, one class will have about 3 subclasses, but other specific Classes may have more to try out such as the Cleric and the Wizard. Baldur's Gate 3 also introduces the Multiclassing feature that will be available at release.
Subclasses in Character Creation BG3
After selecting a Class in the Subclass menu, players can proceed to view all Subclasses related to that Class. Select one to view the Subclass description, the associated Actions and Subclass Features before proceeding to the next step, which is to choose your Background.
Each Class will have an average of 3 available subclasses, while others may have more.
Contrasting Subclasses Baldur's Gate 3?
Each Class in Baldur's Gate 3 comes with unique interactions because of their special abilities and personalities. These are also then divided into different subclasses which also differ in combat, playstyle, skills and strengths. Each subclass per Class will have complex distinct characteristics and interactions depending on the combination you proceed with during Character Creation. Developers even pointed out that Paladins no longer have to portray a loyal noble knight depending on the selected subclass, but instead, be driven by revenge which shows the contrasting characteristics of each subclass even when they are from the same Class. This could open up new unique quests, dialogues, interactions, combat, animations, and experiences based on your chosen Class and Subclass as well as your chosen Background and Race.
Newest Subclasses in Baldur's Gate 3
Nearing the new official pushed-up release date of Baldur's Gate 3, developers wanted to make sure that players from every preferred Class will have a new Subclass to experience. Below are the latest Subclasses and their corresponding Classes that were added to the roster before the official release in addition the ones available during Early Access.
New! Monk Class in Baldur's Gate 3
Since the official class roster release, the Monk has since been added to the available Classes in Baldur's Gate 3. This comes with 3 new Subclasses, each with varying traits and characteristics that provide different interpretations of what a Monk is. The Monk and all three subclass pages can now be found with the rest of the subclassess below including the Way of the Open Hand, Way of Shadow and Way of the Four Elements. This class has been introduced as A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection. This is displayed through the different combat methods of the different subclasses which will feature elemental abilities and spells, ninja-like martial art combat, and psychic blast abilites.
Multiclassing in Baldur's Gate 3
Multiclassing is a feature that was not previously implemented in Early Access, but was announced during a showcase just before the official release of the game. Players will now be able to meet a character in game that can assist with switching classes mid-game. This will allow players to redistribute their levels without restarting the game and undergoing Character Creation. Requirements for players to use this feature have been removed and they no longer have to reach a 13 Ability Score as seen in the DnD 5e.
Respeccing Classes in Baldu'rs Gate 3
Players are encouraged to try different combinations and Classes to find a Build that best suits them to create a fun and enjoyable experience. This is done through the same NPC that is met in early act 1 who will have a few helpful abilities including the ability to restart your Build with new starting proficiencies, attributes, spells, and cantrips.
Baldur's Gate 3 All Subclasses
Quick Search of All Subclasses
Main Class | Subclass | EA | Description |
---|---|---|---|
|
Life Domain |
Yes | The Life domain is an aspect of many good deities, offering spells that protect and restore the mind, body, and soul. |
Light Domain |
Yes | The Light domain is offered by deities of justice, majesty, and primordial flame, providing spells that dispel darkness and harm the undead. | |
Trickery Domain |
Yes | A domain shared by wicked, chaotic, and mischievous deities alike, those who channel Trickery specialize in deception and illusion magic. | |
Knowledge Domain |
No | Adaptable and adroit in all manner of languages and skills, your mind is an intellectual cup brimming with exquisite knowing. | |
Nature Domain |
No | You embody the vast viridian power of the natural world, an avatar of the subtle divinity of fruitfall, avian migration, woodland silence, and the landslide's roaring fury | |
Tempest Domain |
No | Your faith has made you the very thunder that quakes the black firmament, the lightning coursing through the veins of a terrible storm. | |
War Domain |
No | Fortified by holy zeal, you brandish an arsenal of sacramental savagery to use against those you deem unrighteous | |
|
Battle Master |
Yes | Battle Masters are paragons of tactical superiority, combining combat maneuvers and experience in the field to dominate every fight. |
Eldritch Knight |
Yes | Eldritch Knights study magic to supplement their weaponry, allowing them to overcome resistance from the toughest foes. | |
Champion |
No | To be added | |
|
Beast Master |
Yes | Beast Masters bind themselves to an animal companion, sharing an intelligent bond that flourishes in and out of combat. |
Hunter |
Yes | Hunters seek the most dangerous prey in Faerun, from ancient dragons to massive hordes of undead, and excel at slaying them all. | |
Gloom Stalker |
No | Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. | |
|
Thief |
Yes | Thieves use their skills in stealth and larceny to acquire whatever they wish, whether from a third story window or the depths of long-forgotten ruins. |
Arcane Trickster |
Yes | Arcane Tricksters are rogues with a clever touch of magic, using illusions and enchantments to keep their opponents on the backfoot. | |
Assassin |
No | You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. | |
|
The Fiend |
Yes | Warlocks in service to fiends work towards corrupting, destructive ends - intentionally or otherwise - and receive hellish blessings in turn. |
The Great Old One |
Yes | Warlocks bound to eldritch beings in the Far Realms work towards inscrutable goals, gaining strange powers over entropy and the mind. | |
Archfey |
No | Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags. | |
|
Abjuration School |
Yes | Abjuration spells summon wards, banish enemies, and nullify magic, suitable for those who wish to defend themselves and others. |
Evocation School |
Yes | Evocation spells focus elemental energy into powerful attacks and enchantments. Those who specialize in this school are known as evokers. | |
Conjuration School |
No | As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant. | |
Divination School |
No | The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight. | |
Enchantment School |
No | As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between. | |
Illusion School |
No | You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists – including many gnome wizards – are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain. | |
Necromancy School |
No | The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. | |
Transmutation School |
No | You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge. | |
|
Circle of the Moon |
Yes | The Circle of the Moon Subclass has a much heavier focus on the Wild Shape Class Feature of the Druid. If you like shapeshifting, and want to do so more effectively then you'll likely enjoy this Subclass. |
Circle of the Land |
Yes | The Circle of the Land Subclass has a heavy focus on the use of Nature Magic, and allows the Druid to regain some Spells after a Short Rest. | |
Circle of Spores |
No | Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form. | |
|
Draconic Bloodline |
Yes | Your veins carry draconic magic, the result of a powerful dragon ancestor. |
Wild Magic |
Yes | Your powers come from ancient forces of chaos. They churn withing you - waiting to burst free at any time. | |
Storm Sorcery |
No | Whether crackling with the energy of ancient deluges or pierced by gales and hurricanes, your lineage is a strange tapestry scrawled by a tempest. | |
|
Berserker |
Yes | Violence is both a means and an end. You follow a path of untrammeled fury, slick with blood, as you thrill in the chaos of battle, heedless of your own well-being. |
Wildheart |
Yes | Your attunement with nature and its beasts inspires your rage, empowering you with supernatural might. | |
Wild Magic |
No | Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors. | |
|
College of Lore |
Yes | You pursue beauty and truth, collecting knowledge from scholarly tomes to peasants' tales, and use your gifts to hold both audiences and enemies spellbound. |
College of Valour |
Yes | You wander the land to witness and relate the deeds of the mighty, keeping alive the memory of heroes of the past and inspiring heroes of the future. | |
College of Swords |
No | Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right. | |
|
Oath of the Ancients |
Yes | You fight on the side of light in the cosmic struggle against darkness to preserve the sanctity of life and the beauty of nature. |
Oath of Devotion |
Yes | Following the ideal of the knight in shining armour, you act with honour and virtue to protect the weak and pursue the greater good. | |
Oathbreaker |
Yes | You have broken your sacred Oath in pursuit of power and ambition. Only darkness remains to fuel you now. | |
Oath of Vengeance |
No | You have set aside even your own purity to right wrongs and deliver justice to those who have committed the most grievous sins. | |
|
Way of the Open Hand |
No | Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. |
Way of Shadow |
No | Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students. | |
Way of the Four Elements |
No | These monks 'bend' the four elements at will, becoming 'avatars' of balance. |
- Anonymous
Anyone know if this applies to early access on PS5? Or was this only for PC?
- Anonymous
Gotta love how the wizard and cleric get the most subclasses. I understand that their subs don't provide much outside of their base classes, but they could've combined them, and gave every class around 4 subclasses each.
- Anonymous
Will the game be progressively adding other subclasses? I would love to see the Cavalier or Way of the Kensei down the line.
- Anonymous
- Anonymous
Why the did not added swashbuckler? i hope they do after release =(
- Anonymous
The full list of oficial classes and subclasses:
Barbarian
Path of the Berserker
Path of the Totem Warrior
Path of the Ancestral Guardian
Path of the Battlerager
Path of the Wild Magic (from Unearthed Arcana)
Bard
College of Lore
College of Valor
College of Glamour
College of Whispers
College of Swords (from Xanathar's Guide to Everything)
College of Eloquence (from Mythic Odysseys of Theros)
Cleric
Knowledge Domain
Life Domain
Light Domain
Nature Domain
Tempest Domain
Trickery Domain
War Domain
Arcana Domain (from Sword Coast Adventurer's Guide)
Grave Domain (from Xanathar's Guide to Everything)
Forge Domain (from Xanathar's Guide to Everything)
Order Domain (from Guildmaster's Guide to Ravnica)
Twilight Domain (from Van Richten's Guide to Ravenloft)
Druid
Circle of the Land
Circle of the Moon
Circle of Dreams (from Xanathar's Guide to Everything)
Circle of the Shepherd (from Xanathar's Guide to Everything)
Circle of Spores (from Guildmaster's Guide to Ravnica)
Circle of Stars (from Mythic Odysseys of Theros)
Fighter
Champion
Battle Master
Eldritch Knight
Samurai (from Xanathar's Guide to Everything)
Arcane Archer (from Xanathar's Guide to Everything)
Cavalier (from Xanathar's Guide to Everything)
Psi Warrior (from Tasha's Cauldron of Everything)
Rune Knight (from Tasha's Cauldron of Everything)
Monk
Way of the Open Hand
Way of Shadow
Way of the Four Elements
Way of the Long Death (from Sword Coast Adventurer's Guide)
Way of the Sun Soul (from Sword Coast Adventurer's Guide)
Way of the Kensei (from Xanathar's Guide to Everything)
Way of the Drunken Master (from Xanathar's Guide to Everything)
Way of Mercy (from Tasha's Cauldron of Everything)
Paladin
Oath of Devotion
Oath of the Ancients
Oath of Vengeance
Oath of the Crown (from Sword Coast Adventurer's Guide)
Oath of Conquest (from Xanathar's Guide to Everything)
Oath of Redemption (from Xanathar's Guide to Everything)
Oath of Glory (from Mythic Odysseys of Theros)
Ranger
Hunter
Beast Master
Deep Stalker (from Unearthed Arcana)
Horizon Walker (from Xanathar's Guide to Everything)
Gloom Stalker (from Xanathar's Guide to Everything)
Fey Wanderer (from Tasha's Cauldron of Everything)
Rogue
Thief
Assassin
Arcane Trickster
Swashbuckler (from Sword Coast Adventurer's Guide)
Mastermind (from Xanathar's Guide to Everything)
Inquisitive (from Xanathar's Guide to Everything)
Scout (from Unearthed Arcana)
Phantom (from Tasha's Cauldron of Everything)
Sorcerer
Draconic Bloodline
Wild Magic
Divine Soul (from Xanathar's Guide to Everything)
Shadow Magic (from Xanathar's Guide to Everything)
Storm Sorcery (from Sword Coast Adventurer's Guide)
Aberrant Mind (from Unearthed Arcana)
Clockwork Soul (from Unearthed Arcana)
Warlock
The Archfey
The Fiend
The Great Old One
The Celestial (from Xanathar's Guide to Everything)
The Hexblade (from Xanathar's Guide to Everything)
The Undead (from Unearthed Arcana)
Wizard
School of Abjuration
School of Conjuration
School of Divination
School of Enchantment
School of Evocation
School of Illusion
School of Necromancy
School of Transmutation
Bladesinging (from Sword Coast Adventurer's Guide)
War Magic (from Xanathar's Guide to Everything)
Order of Scribes (from Tasha's Cauldron of Everything)
- Anonymous
where's the rest? I know sorcerer, druid and bard are in the game
- Anonymous
Can always mod the subclasses not added into the game as what matters are the overall system
- Anonymous
Are you forced to choose a sublcass, seems strange but atm you cannot skip to choose a subclass
what EA mean ?
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