All 12 Classes in Baldur's Gate 3 | Explained

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[Music] welcome back guys in this video we're going to go over all of the playable classes that will be available on the official launch of baldur's gate 3 not just the early access by the end of this video i'm hoping that most of you will at least have an idea as to what class or classes you might be interested in playing in future videos i will dedicate an entire video to one or two classes specifically so if you're interested in going into further detail stay tuned for that if you guys end up enjoying this video please subscribe for there's much more balder's gate 3 content on the way let's get right into it the barbarian a barbarian's defining characteristic regardless of what race you may be is their rage a power that fuels not just battle frenzy but also uncanny reflexes resilience and feats of strength to a barbarian being strong is about embracing your animal nature keen instincts primal physicality and ferocious rage they thrive in the wilds of their homelands whether it be the tundra jungle or grasslands where their tribes live and hunt a barbarian comes most alive when in the chaos of combat they can enter a berserk state where rage takes over giving them human strength and resilience although this rage can only be channeled a few times without resting those few rages are usually enough to defeat whatever threat arises when playing as a barbarian you will end up choosing between two paths the path of the berserker or the path of the totem warrior the path of the berserker is a path of untrammeled fury as you enter the berserker's rage you thrill in the chaos of battle heedless of your own health or well-being the path of the totem warrior is a spiritual journey as you accept a spirit animal as your guide protector and inspiration in battle your totem spirit fills you up with supernatural might adding magical fuel to your rage if you play a barbarian you will be naturally proficient in light armor medium armor shields simple weapons and martial weapons simple weapons for those who are unfamiliar are weapons such as clubs maces and other weapons often found in the hands of commoners martial weapons are weapons such as swords axes and pole arms weapons that typically require more specialized training to use effectively for your saving throws you will be proficient in strength and constitution and for skills you choose to from animal handling athletics nature perception and survival now keep in mind guys that you may become proficient in more things in the game with your class the proficiencies that i am stating are what you get at the foundation of the class you choose race background and just progressing in the game may allow for more proficiencies the bard whether a scholar scald or scoundrel a bard weaves magic through words and music to inspire allies demoralize foes manipulate minds create illusions and even heal wounds the bard is a master of song speech and the magic they contain the greatest strengths of bards is their sheer versatility many bards prefer to stick to the sidelines in combat using their magic to inspire their allies and hinder their foes from a distance but bards are capable of defending themselves in melee if necessary using their magic to bolster their swords and armor their spells lean towards charms and illusions rather than blatantly destructive spells bards become masters of the talents they set their minds to perfecting from musical performance to esoteric knowledge the bard is naturally proficient in light armor simple weapons hand crossbows long swords rapiers and short swords later as your bard progresses you may be able to become proficient with medium armor martial weapons and shields they are also proficient in some tools which will most likely be three musical instruments of your choice in baldur's gate 3. for saving throws they are proficient in dexterity and charisma and for the skills they can choose any three skills the cleric clerics are intermediaries between the mortal world and the distant planes of the gods they strive to embody the handiwork of their deities as they are imbued with divine magic their divine magic might be learned from formulaic prayers and ancient rites but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity's wishes clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes for foes who might benefit most from a mace to the head clerics can depend on their combat training to let them jump into combat with the gods on their side when creating your cleric you will choose from one of seven divine domains which will be your subclass in baldur's gate three your divine domain will essentially offer you more spells apart from your prepared spells list and offer you extra bonuses the seven domains are knowledge life light nature tempest trickery and war an example of one of these domains would be if you choose the trickery domain you will learn extra spells such as charm person or disguise self if you choose the tempest domain you will learn fog cloud gust of wind etc i will go into details on subjects like these in future class specific videos clerics are naturally proficient with light armor medium armor shields and simple weapons their saving throw proficiencies are wisdom and charisma and for skills you'll be choosing to from history insight medicine persuasion and religion the druid whether calling on the elemental forces of nature or emulating the creatures of the animal world druids are an embodiment of nature's resilience cunning and fury druids see themselves as extensions of nature's indomitable will they gain their spells and other magical powers from either the forces of nature themselves or a nature deity plain as a druid will allow you to use a variety of spells aimed towards nature and animals and also allow you to gain the ability to take on animal forms when playing as a druid you will be preparing spells and using wisdom as your spell casting ability there will be two druid circles to choose from as your druid progresses the circle of the land and the circle of the moon each of which offer different spells and bonuses the circle of the land is more focused on spell casting while the circle of the moon is more focused on shape changing now guys if some of the terms used in this video such as prepared spells proficiencies etc you do not understand go back on my channel and make sure to watch some of the beginners guides that will help you get a better understanding of the terminology being used in this video a druid's natural proficiencies are light armor medium armor and shields all of which will be non-metal based they are proficient in clubs daggers darts javelins maces quarter staff scimitars sickles slings and spears for saving throws they are proficient in intelligence and wisdom and for skills they choose to from arcana animal handling insight medicine nature perception religion and survival the fighter as a fighter you will have an unparalleled mastery with weapons and armor and a thorough knowledge of the skills of combat whether a questing knight elite foot soldier royal champion or hardened mercenary your skills with weapons in combat will be respected as a fighter fighters learn the basics of all combat styles and they are adept with shields in every type of armor beyond that basic degree of familiarity each fighter will specialize in certain styles of combat some might focus on archery while others focus on dual wielding and some might even augment their martial skills with magic as a fighter you will choose a martial archetype which are different approaches to perfecting your fighting prowess the choices are champion which focuses on raw development of physical power the battle master which looks upon combat as an academic field and eldritch knight which combines the martial mastery common to all fighters with magic there might be more available in the game but these are the basics and will certainly be choices as a fighter you will be naturally proficient in all armor shields simple weapons and martial weapons for saving throws you will be proficient in strength and constitution and for skills you will choose two skills from acrobatics animal handling athletics history insight intimidation perception and survival the monk monks are united in their ability to magically harness the magic energy that flows in their bodies whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed this energy infuses all that a monk does if you choose to play unarmed your unarmed strikes become deadly when channeled through the magic powers within the body as a monk you will end up choosing a monastic tradition the way of the open hand tradition will make you the ultimate masters of martial arts combat whether armed or unarmed the way of the shadow tradition will make you masters of stealth and you may serve as spies or assassins the way of the four elements will focus your monk on harnessing the elements whether it be a single element or weaving them all together monks are not proficient with any armor initially but are proficient with simple weapons and short swords they will be able to become proficient in one type of artisan tools or one musical instrument for saving throws they are proficient in strength and dexterity and for skills they choose to from acrobatics athletics history insight religion and stealth the paladin paladins are united by their oaths to stand against the forces of evil a paladin's oath is a powerful bond a source of power that turns a devout warrior into a blessed champion a paladin swears to uphold justice and righteousness and to stand with the good things of the world against the darkness although many paladins are devoted to gods of good a paladin's power comes as much from a commitment to justice itself as it does from a god the paladin prepares spells each day and will also take sacred oaths as he or she progresses these oaths will bring about new spells as bonuses the oath of devotion will give your paladin spells such as lesser restoration and sanctuary the oath of ancients will give spells such as ensnaring strike and moonbeam and the oath of vengeance gives you spells such as the hunter's mark and hold person a paladin's natural proficiencies are in all armor shields simple weapons and martial weapons their saving throw proficiencies are wisdom and charisma and for skills they choose to from athletics insight intimidation medicine persuasion and religion the ranger warriors of the wilderness rangers specialize in hunting the monsters that threaten the edges of civilization they learn to track their quarry as a predator does moving stealthily through the wilds and hiding themselves in bush and rubble their familiarity with the wilds allow them to cast spells that harness nature's power much like the druid does their spells like their combat abilities emphasize speed stealth and the hunt you will choose a fighting style for your ranger which can be archery defense dueling or two weapon fighting you also at some point end up choosing a ranger archetype the hunter or the beastmaster the hunter's path will allow you to learn specialized techniques for fighting the threats that you face from ogres to hordes of orcs to giants and dragons the beastmaster archetype embodies an extraordinary friendship between the ranger and a special beast a rangers proficiencies are light armor medium armor shields simple weapons and martial weapons their saving throw proficiencies are strength and dexterity and for skills you can choose three from animal handling athletics insight investigation nature perception stealth and survival the rogue rogues rely on skill stealth and their foes vulnerabilities to get the upper hand in any situation they have a knack for finding the solution to just about any problem demonstrating a resourcefulness and versatility that is the cornerstone of any adventuring party some rogues might focus on stealth and deception while others refine the skills that help them in a dungeon environment such as climbing finding and disarming traps or opening locks with the rogue you will choose a rogue archetype which will be a reflection of your focus a description of your preferred techniques you can be a thief which hones his or her skills in the larcenous arts an assassin who focuses their training on the grim art of death or an arcane trickster who enhances their stealth and agility with magic learning tricks of enchantment and illusion the rogue's proficiencies are light armor simple weapons hand crossbows long swords rapiers and short swords they also have proficiency in thieves tools for saving throws they rely on dexterity and intelligence for their skills you choose four from acrobatics athletics deception insight intimidation investigation perception performance persuasion slight of hand and stealth they are a skilled class the sorcerer sorcerers carry a magical birthright some other worldly influence or exposure to unknown cosmic forces magic is a part of every sorcerer suffusing body mind and spirit with latent power that waits to be tapped some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons others carry a raw uncontrolled magic within them a chaotic storm that manifests in unexpected ways they do not rely on spell books like wizards nor a patron like warlocks do but instead they learn to harness and channel their own inborn magic different sorcerers claim different origins for their innate magic your magic might come from a draconic bloodline which means your magic comes from draconic magic that was mingled with your blood and that of your ancestors or it might be wild magic which is when your innate magic comes from the forces of chaos that underlie the order of creation the sorcerer has no proficiency in armor but is proficient with daggers darts slings quarter staffs and light crossbows their saving throws are proficient in constitution and charisma and for skills they choose to from arcana deception insight intimidation persuasion and religion the warlock warlocks are seekers of knowledge that lies hidden in the fabric of the multiverse through packs made with mysterious beings and supernatural power warlocks unlock magical effects both subtle and spectacular warlocks are defined by a pack with an otherworldly being the warlock learns and grows in power at the cost of occasional services performed on the patrons behalf their magic ranges from minor but lasting alterations to the warlocks being such as the ability to see in darkness or read any language to access to very powerful spells warlocks also supplement their magic with some facility at hand to hand combat and are comfortable in light armor and know how to use simple weapons at first level as a warlock you will strike a bargain with an otherworldly being of your choice the archfey the fiend or the great old one this will be your subclass in baldur's gate 3. if you so choose the archway your patron is a lord or lady of the fae a creature of legend who holds secrets that were forgotten before the mortal races were born you will gain more spells to your spells list such as sleep blink and dominate beast if you choose to go with a fiend you have made it packed with a fiend from the lower plains of existence a being whose aims are evil you will add spells to your list such as burning hands blindness and fireball if you go with the great old one your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality you will gain spells such as dissonant whispers detect thaw and telekinesis as you progress as a warlock you will gain eldritch invocations to choose from which are fragments of forbidden knowledge that imbue you with an abiding magical ability many eldritch invocations have prerequisites that need to be mapped before you can learn them and many of the invocations are buffs bonuses to spells that you have already learned a warlock is proficient in light armor and simple weapons their saving throw proficiencies are wisdom and charisma and further skills you choose to from arcana deception history intimidation investigation nature and religion the wizard wizards are supreme magic users defined and united as a class by the spells they cast drawing on the subtle weave of magic that permeates the cosmos wizards cast spells of explosive fire arcing lightning subtle deception and brute force mind control their magic conjures monsters from other planes of existence glimpses the future or turns slain foes into zombies their mightiest spells change one substance into another call meteors down from the sky or open portals to other worlds as a wizard you will have a spell book containing the spells you will be able to use the list of spells will grow substantially as you progress in the game and gain new levels of knowledge as a wizard you will be able to learn the most spells out of any class by far but you will still be limited by the amount you can prepare each day upon reaching level 2 it may or may not be level two in baldur's gate three you will then choose an arcane tradition which will shape your practice of magic through one of the eight schools abduration conjuration divination enchantment evocation illusion necromancy or transmutation the wizard has no proficiency in armor but is proficient in daggers darts slings quarter staffs and light crossbows their saving throw proficiencies are intelligence and wisdom and for their skills you choose to from arcana history insight investigation medicine and religion and those are the 12 playable classes that will be available in baldur's gate 3. there could end up being more but these 12 are guaranteed and i'm assuming at official launch these will be the only classes some things are subject to change regarding the classes but this is most definitely the basics for how each class will generally be in baldur's gate 3. in early access for baldur's gate 3 there will be only 6 classes fighter wizard rogue ranger cleric and warlock stay tuned guys for there's still so much to talk about regarding the classes and i have a lot of plans for doing many more videos thanks so much for watching guys if you guys enjoyed the video please like comment and subscribe i really appreciate it it's a huge help to my videos i do all sorts of videos on this channel ranging from comedy videos to live streams the game tutorials the game reviews the product reviews and it'll be great to see some of you guys on a future video until next time [Music] you
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Channel: WolfheartFPS
Views: 373,069
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Keywords: Baldur's Gate 3 Classes, Baldur's Gate 3, classes, baldur's, gate, classes guide, beginner's guide baldur's gate 3, guide, all classes in baldur's gate 3, larian studios, what we know, bg3, barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, warlock, wizard, baldur's gate 3 races, classes explained, rpg, wolfheartfps
Id: Yc0_KOP6lHg
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Length: 17min 48sec (1068 seconds)
Published: Sat Mar 21 2020
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