Baldurs Gate 3 Class Tier List

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Return to the Forgotten Realms in a story filled with partying and friendship, betrayal, sacrifice, survival, and the desire for absolute power. Baldurs Gate 3 Class Tier List is now live!

Baldur’s Gate 3 is a role-playing game currently in early access and will be released as a final version on August 3, 2023. Players will have the opportunity to choose from various D&D races and classes or play as the main character. These races include tieflings, dark elves (Drow), humans, elves, half-elves, half-drow, and dwarves. The differences between them go beyond their appearances. Each race has different characteristic features and dialogue options. Additionally, each race has its unique ability. Accordingly, every decision you make in the game will impact its course. Today, we will be presenting the magnificent Baldurs Gate 3 Class Tier List.

Baldurs Gate 3 Class Tier List

The release of Baldur’s Gate 3 is not far away. However, it seems that the developer, Larian Studios, is determined to take the game even further and constantly advance it with new updates. Baldur’s Gate 3 is one of the most highly anticipated RPG games of this year. We have presented the Baldurs Gate 3 Class Tier List, showcasing the differences and striking features of each class. Let’s proceed to our article that will eliminate all the question marks in your mind!

T0


T1


T2

Tier 0

  • Barbarian
  • Fighter
  • Paladin
  • Sorcerer

Tier 1

  • Bard
  • Cleric
  • Warlock
  • Wizard

Tier 2

  • Druid
  • Monk
  • Ranger
  • Rogue

Tier List Overview Criteria

  • T0: This is the highest tier in a tier list, reserved for the most powerful or effective options in the game. Characters or strategies in this tier are considered to be essential picks for competitive play and are often banned in tournaments.
  • T1: This tier is just below T0-tier and includes characters or strategies that are still very strong and effective, but not quite as dominant as those in the T0-tier.
  • T2: This tier includes characters or strategies that are considered to be average or balanced in terms of their strength and effectiveness. They may have some strengths and weaknesses, but they are not as dominant as those in the higher tiers.
  • T3: This is the lowest tier in a tier list, reserved for the weakest or least effective options in the game. Characters or strategies in this tier are often considered to be inferior to other options and may be rarely used in competitive play.

Baldurs Gate 3 Class Information

Barbarian

BARBARIAN FEATURES
  • Strength Saving Throw Proficiency: Add your Proficiency Bonus to Strength Saving Throws.
  • Constitution Saving Throw Proficiency: Add your Proficiency Bonus to Constitution Saving Throws.
  • Light Armour Proficiency: Wearing Light Armour will not impose disadvantage on your attacks or prevent the casting of Spells.
  • Medium Armour Proficiency: Wearing Medium Armour will not impose disadvantage on your attacks or prevent the casting of Spells.
  • Shield Proficiency: Wearing a Shield will not impose disadvantage on your attacks or prevent the casting of Spells.
  • Simple Weapon Proficiency: Add your Proficiency Bonus to all attacks made with Simple Weapons.
  • Martial Weapon Proficiency: Add your Proficiency Bonus to all attacks made with Martial Weapons.
  • Unarmoured Defense: Your body is as resilient as any armour.
  • While not wearing armour, you add your Constitution modifier to your armour class. Wearing Heavy Armour impedes your Rage.
BARBARIAN PROGRESSION
  • Note that Barbarians begin the game with 12 HP + their Constitution Modifier.
  • At level 3, Barbarians have to choose between Berserker and Wildheart. Here you will see the progression of the first two levels. To learn more about level 3 or further, head to their respective Subclasses.

Fighter

FIGHTER FEATURES
  • Strength Saving Throw Proficiency: Add your Proficiency Bonus to Strength Saving Throws.
  • Constitution Saving Throw Proficiency: Add your Proficiency Bonus to Constitution Saving Throws.
  • Light Armour Proficiency: Wearing Light Armour will not impose Disadvantage on your attacks or prevent Spellcasting.
  • Medium Armour Proficiency: Wearing Medium Armour will not impose Disadvantage on your attacks or prevent Spellcasting.
  • Heavy Armour Proficiency: Wearing Heavy Armour will not impose Disadvantage on your attacks or prevent Spellcasting.
  • Shield Proficiency: Wearing a Shield will not impose Disadvantage on your attacks or prevent Spellcasting.
  • Simple Weapon Proficiency: Add your Proficiency Bonus to all attacks made with Simple Weapons.
  • Martial Weapon Proficiency: Add your Proficiency Bonus to all attacks made with Martial Weapons.
  • Second Wind: Once per Short or Long Rest, you can regain 1d10 + your Fighter Level hit points.
FIGHTER PROGRESSION
  • Note that Fighters begin the game with 10 HP + their Constitution Modifier, and then gain 6 HP + their Constitution Modifier every level thereafter.
  • At Level 3 you will need to choose between Battle Master, Eldritch Knight and Champion, and you will gain the benefits of those Subclasses on top of the standard Fighter Class Features. However, only Fighter Features will be listed here. See the subclasses for a list of further options.

Paladin

PALADIN FEATURES
  • Wisdom Saving Throw Proficiency: Add your Proficiency Bonus to Wisdom Saving Throws.
  • Charisma Saving Throw Proficiency: Add your Proficiency bonus to Charisma Saving Throws.
  • Light Armour Proficiency: Wearing Light Armour won’t impose Disadvantage on your attacks or prevent spellcasting.
  • Medium Armour Proficiency: Wearing Medium Armour won’t impose Disadvantage on your attacks or prevent spellcasting.
  • Heavy Armour Proficiency: Wearing Heavy Armour won’t impose Disadvantage on your attacks or prevent spellcasting.
  • Shield Proficiency: Wearing a Shield won’t impose Disadvantage on your attacks or prevent spellcasting.
  • Simple Weapon Proficiency: Add your Proficiency Bonus to all attacks made with Simple Weapons.
  • Martial Weapon Proficiency: Add your Proficiency Bonus to all attacks made with Martial Weapons.
  • Channel Oath Charges: 1
PALADIN PROGRESSION
  • Note that Paladins must pick a subclass immediately upon character creation. There are two subclasses available: Oath of Devotion and Oath of the Ancients. To be an Oathbreaker players need to pick one of the former ones and then break their sacred oath during the game.

Sorcerer

SORCERER FEATURES
  • Constitution Saving Throw Proficiency: Add your Proficiency bonus to Constitution saving throws.
  • Charisma Saving Throw Proficiency: Add your Proficiency bonus to Charisma saving throws.
  • Dagger Proficiency: Add your Proficiency Bonus to Attack Rolls with Daggers.
  • Quarterstaff Proficiency: Add your Proficiency Bonus to Attack Rolls with Quarterstaves
  • Light Crossbow Proficiency: Add your Proficiency Bonus to Attack Rolls with Light Crossbows
SORCERER PROGRESSION
  • Note that Sorcerers begin the game with 6 HP + their Constitution Modifier, and then gain 4 HP + their Constitution Modifier every level thereafter (Draconic gets additional 1 hp.).
  • Note that Sorcerers must pick a Subclass immediately upon Character Creation

Bard

BARD FEATURES
  • Starting Instrument: Pick the instrument you’d like to use. It will influence the soundscape when you cast spells, and can be changed later by equipping a different instrument.
  • Level 1 Spell Slots unlocked
  • Dexterity Saving Throw Proficiency: Add your proficiency bonus to Dexterity saving throws.
  • Charisma Saving Throw Proficiency: Add your Proficiency bonus to Charisma saving throws.
  • Light Armour Proficiency: Wearing Light Armour will not impose disadvantage on your attacks or prevent the casting of Spells.
  • Simple Weapon Proficiency: Add your Proficiency Bonus to all attacks made with Simple Weapons.
  • Hand Crossbow Proficiency: Add your Proficiency Bonus to Attack Rolls with Hand Crossbows.
  • Longsword Proficiency: Add your Proficiency Bonus to Attack Rolls with Longswords.
  • Rapier Proficiency: Add your Proficiency Bonus to Attack Rolls with Rapiers.
  • Shortsword Proficiency: Add your Proficiency Bonus to Attack Rolls with Shortswords.
  • Musical Instrument Proficiency: You know how to play a variety of musical instruments and are able to entertain a crowd with them
BARD PROGRESSION
  • At Level 3 you will need to choose between College of Lore and College of Valour, and you will gain the benefits of those Subclasses on top of the standard Bard Class Features. However, only Bard Features will be listed here. See the subclasses for a list of further options.

Cleric

CLERIC FEATURES
  • Spell Slots Unlocked: Casting Spells consumes spell slots. You gain 2 level 1 spells slots, which are restored on a long rest.
  • Wisdom Saving Throw Proficiency: Add your Proficiency Bonus to Wisdom Saving Throws.
  • Charisma Saving Throw Proficiency: Add your Proficiency Bonus to Charisma Saving Throws.
  • Light Armour Proficiency: Wearing Light Armour won’t impose Disadvantage on your attacks or prevent Spellcasting.
  • Medium Armour Proficiency: Wearing Medium Armour won’t impose Disadvantage on your attacks or prevent Spellcasting.
  • Shield Proficiency: Wearing a Shield won’t impose Disadvantage on your attacks or prevent Spellcasting.
  • Simple Weapon Proficiency: Add your Proficiency Bonus to all attacks made with Simple Weapons.
CLERIC PROGRESSION
  • Note that Clerics begin the game with 8 HP + their Constitution Modifier, and then gain 5 HP + their Constitution Modifier every level thereafter.
  • Note that Clerics must pick a Subclass immediately upon Character Creation. Clerics must choose a Deity to worship upon creation.

Warlock

WARLOCK FEATURES
  • Warlock Spell Slots: Your warlock spell slots are always at the highest available level and recharge on a short rest.
  • Wisdom Saving Throw Proficiency: Add your proficiency bonus to Wisdom saving throws.
  • Charisma Saving Throw Proficiency: Add your proficiency bonus to Charisma saving throws.
  • Light Armour Proficiency: Wearing Light Armour will not impose Disadvantage on your attacks or prevent spellcasting.
  • Simple Weapon Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with simple weapons.
WARLOCK PROGRESSION
  • Warlocks begin the game with 8 HP + Constitution Modifier, and 5 HP + Constitution Modifier every level thereafter.
  • Warlocks must pick a Subclass immediately upon Character Creation
  • When you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Wizard

WIZARD INITIAL CLASS FEATURES
  • Spell Slots Unlocked: Casting spells consumes spell slots. You have 2 level 1 spell slots, which are restored on a long rest.
  • Intelligence Saving Throw Proficiency: Add your Proficiency Bonus to Intelligence Saving Throws.
  • Wisdom Saving Throw Proficiency: Add your Proficiency Bonus to Wisdom Saving Throws.
  • Dagger Proficiency: Add your Proficiency Bonus to all attacks made with Daggers.
  • Dart Proficiency: Add your Proficiency Bonus to all attacks made with Darts.
  • Sling Proficiency: Add your Proficiency Bonus to all attacks made with Slings.
  • Quarterstaff Proficiency: Add your Proficiency Bonus to all attacks made with Quarterstaves.
  • Light Crossbow Proficiency: Add your Proficiency Bonus to all attacks made with Light Crossbows.
WIZARD PROGRESSION
  • Note that Wizards begin the game with 6 HP + their Constitution Modifier, and then gain 4 HP + their Constitution Modifier every level thereafter.
  • Also note that at level 2 you will need to choose between School of Abjuration or School of Evocation, and you will gain the benefits of those Subclasses on top of the standard Wizard Class Features. However, only Wizard Features will be listed here, and these are the Features that ALL Wizards get, regardless of Subclass.

Druid

DRUID FEATURES
  • Spell Slots Unlocked: Casting Spells consumes spell slots. You gain 2 level 1 spells slots, which are restored on a long rest.
  • Wisdom Saving Throw Proficiency: Add your Proficiency Bonus to Wisdom Saving Throws.
  • Intelligence Saving Throw Proficiency: Add your Proficiency Bonus to Intelligence Saving Throws.
  • Light Armour Proficiency: Wearing Light Armour will not impose disadvantage on your attacks or prevent the casting of Spells.
  • Medium Armour Proficiency: Wearing Medium Armour will not impose disadvantage on your attacks or prevent the casting of Spells.
  • Shield Proficiency: Wearing a Shield will not impose disadvantage on your attacks or prevent the casting of Spells.
  • Club Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Clubs.
  • Dagger Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Daggers.
  • Dart Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Darts
  • Javelin Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Javelins
  • Mace Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Maces
  • Quarterstaff Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Quarterstaffs
  • Scimitar Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Scimitars
  • Sickle Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Sickles
  • Sling Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Slings
  • Spear Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Spears
  • Druids can speak to animals while in their wild shape forms.
DRUID PROGRESSION
  • Note that Druids begin the game with 8 HP + their Constitution Modifier, and then gain 5 HP + their Constitution Modifier every level thereafter.

Monk

MONK INFORMATION
  • Primary Ability: Dexterity & Wisdom
  • Hit Points:
    • Hit Dice: 1d8 per monk level
    • Hit Points at 1st Level: 8 + your Constitution modifier
    • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
  • Saving Throws: Strength & Dexterity
  • Class skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
  • Armor Proficiency: None
  • Weapon Proficiency: Simple weapons and shortswords
  • Tool Proficiency: Choose one type of artisan’s tools or one musical instrument

Ranger

RANGER CLASS FEATURES
  • Strength Saving Throw Proficiency: Add your Proficiency Bonus to Strength Saving Throws.
  • Dexterity Saving Throw Proficiency: Add your Proficiency Bonus to Dexterity Saving Throws.
  • Light Armor Proficiency: Wearing Light Armor will not impose Disadvantage on your attacks or prevent Spellcasting.
  • Medium Armor Proficiency: Wearing Medium Armor will not impose Disadvantage on your attacks or prevent Spellcasting.
  • Shield Proficiency: Wearing a Shield will not impose Disadvantage on your attacks or prevent Spellcasting.
  • Simple Weapon Proficiency: Add your Proficiency Bonus to all attacks made with Simple Weapons.
  • Martial Weapon Proficiency: Add your Proficiency Bonus to all attacks made with Martial Weapons.
NATURAL EXPLORER

When you create a Ranger, you must choose one of the following types of Natural Explorer, this allows the Ranger to increase the amount of skills at his/her disposal.

  • Beast Tamer: You can cast Find Familiar as a ritual.
  • Urban Tracker: You gain Proficiency with the disguise kits and thieves’ tools.
  • Wasteland Wanderer: Cold: Gain resistance to Cold damage, taking only half from it.
  • Wasteland Wanderer: Fire: Gain resistance to Fire, only taking half damage from it.
  • Wasteland Wanderer: Poison: Gain resistance to Poison and take only half damage from it.

Rogue

ROGUE CLASS FEATURES
  • Dexterity Saving Throw Proficiency: Add your Proficiency Bonus to Dexterity Saving Throws.
  • Intelligence Saving Throw Proficiency: Add your Proficiency Bonus to Intelligence Saving Throws.
  • Light Armour Proficiency: Wearing Light Armour will not impose disadvantage on your attacks or prevent the casting of Spells.
  • Simple Weapon Proficiency: Add your Proficiency Bonus to all attacks made with Simple Weapons.
  • Hand Crossbow Proficiency: Add your Proficiency Bonus to all attacks made with Hand Crossbows.
  • Longsword Proficiency: Add your Proficiency Bonus to all attacks made with Longswords.
  • Rapier Proficiency: Add your Proficiency Bonus to all attacks made with Rapiers.
  • Shortsword Proficiency: Add your Proficiency Bonus to all attacks made with Shortswords.
  • Expertise: Choose 2 skills you are proficient with to gain Expertise in them. (Your Proficiency Bonus is doubled for skills with Expertise)
ROGUE PROGRESSION
  • Note that Rogues begin the game with 8 HP + their Constitution Modifier, and then gain 5 HP + their Constitution Modifier every level thereafter.
  • Also note that at Level 3 you will need to choose between Arcane Trickster and Thief, and you will gain the benefits of those Subclasses on top of the standard Rogue Class Features. However, only Rogue Features will be listed here. See the subclasses for a list of further options.

By reading the Baldurs Gate 3 Class Tier List, you can ensure a good progress in the game. The path you choose in the game is crucial. Select a powerful class that suits you and begin your journey in the story. Remember, whenever you have a tier list in mind, don’t forget to search for it on our website!