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Baldur’s Gate 3 Early Access Guide: All The Playable Races So Far

Disclaimer: this Early Access guide will be updated with more information as we discover more about the game.

Baldur’s Gate 3 is now out in Early Access form. It’s pretty buggy as of now, but it’s got a ton of potential, so if you don’t mind paying US$59.99 being a test subject to Larian Studio’s grand D&D experiment, go nuts.

When you start a CRPG like this, you’ll have to decide what race you’ll be, and that might take a while. So while you’re installing the game (it’s about 80GB or more), here’s a quick guide to the races you’ll get to play as in this still-being-built CRPG.

Drow

Black elves. Usually perceived as evil and shady, and usually justified because they’re a cruel and persecuting race. Made famous thanks to hero Drizzt in those Forgotten Realms books.

Subraces: Seldarine drow, Lolth-Sworn drow

  • Charisma +1
  • Cantrips – Unconfirmed, but could be Dancing Lights
  • Darkvision – You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
  • Drow Weapon Training – You have proficiency with rapiers, shortswords, and hand crossbows.

Human

Not special beings, but not entirely helpless either.

  • Strength +1
  • Dexterity +1
  • Constitution +1
  • Intelligence +1
  • Wisdom +1
  • Charisma +1

Githyanki

Astral Plane-dweller who rebel against their Mind Flayer overlords. Basically aliens in a fantasy world.

  • Intelligence +1
  • Strength + 2
  • Decadent Mastery – You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu’narath, githyanki have bountiful time to master odd bits of knowledge.
  • Martial Prodigy – You are proficient with light and medium armour and with shortswords, longswords, and greatswords.

Dwarf

Tough and hardy diminutive folks. But don’t say the latter adjective to their faces; they’ll cave it in.

Subraces: Gold dwarf, shield dwarf

  • Wisdom +1
  • Dwarven Weapon Training – You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
  • Dwarven Resilience – You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Dwarven Toughness – Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Elf

Not your Keebler or Santa’s helper variety. Usually magically-attuned or handy with ranged classes.

Subraces: High elf, wood elf

  • Cantrip – [to be chosen]
  • Dexterity +2
  • Intelligence +1
  • Keen Senses – You have proficiency in the Perception skill.
  • Fey Ancestry – You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Elven Weapon Training – You have proficiency with the longsword, shortsword, shortbow, and longbow.
  • Darkvision – Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.

Half-Elf

Half human, half elf. All sorts of awesome usually.

Subraces: High half-elf, wood half-elf, drow half-elf

  • Charisma +2
  • Ability Improvements (0/2) – [choose where to put your 2 extra points]
  • Fey Ancestry – You have an advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Darkvision – Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.

Halfling

D&D’s version of the hobbits, but slightly taller and smarter.

Subraces: Lightfoot halfling, strongheart halfling

  • Charisma +1
  • Lucky – When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave – The world can be intimidating, but you stand strong. You have advantage on saving throws against being frightened.
  • Mercurial Step – Your base walking speed is 25 feet.
  • Naturally Stealthy – Your nimble nature makes you skilled at concealment. You have proficiency in stealth checks.

Tiefling

Human-based planetouched native outsiders infused with the touch of the fiendish planes populated by devils and demons. Basically D&D’s way of creating a race of Satan’s kids without saying the word “Satan” back in the day.

Subraces: Asmodeus tiefling, Mephistopheles tiefling, Zariel tiefling

  • Intelligence +1
  • Charisma + 2
  • Hellish Resistance – You have resistance to fire damage.

 

 

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