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Well if there are going by the 5e player's handbook here is what classes and subclasses we should be getting in BG3

Barbarian
* Berserker
* Totem Warrior

Bard
* Lore
* Valor

Cleric
* Knowledge
* Life
* Light
* Nature
* Tempest
* Trickery
* War

Druid
* Land
* Moon

Fighter
* Champion
* Battle Master
* Eldritch Knight

Monk
* Open Hand
* Shadow
* Four Elements

Paladin
* Devotion
* Ancients
* Vengeance

Ranger
* Hunter
* Beast Master

Rogue
* Thief
* Assassin
* Arcane Trickster

Sorcerer
* Draconic Bloodline
* Wild Magic

Warlock
* Archfey
* Fiend
* Great Old One

Wizard
* Abjuration
* Conjuration
* Divination
* Enchantment
* Evocation
* Illusion
* Necromancy
* Transmutation

There did say that there will be using other 5e books so we might be getting other classes and subclasses but this is what's we are probably getting in BG3


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imagine the disappointment of whoever actually picks the Champion fighter

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You can customize the class i think here is from the dev

This is our campaign, but it's absolutely your adventure. The small amount of gameplay we've shown focused on one of our Origin characters, but whether you roll a custom or Origin character, the choices you make and the actions you take carry the same weight. In Baldur’s Gate 3, ‘Origin characters’ are basically fully-fledged companions, that you can optionally play. Even if you’re not playing as an Origin, you can explore their backstories and personal quests by having them in your party. Custom characters will see the world react to them based on their chosen race, class and background. Creating a character gives a sense of who you are, but the heart of the game’s reactivity is based on what you do after character creation.

After you select a race and a class, you could be all set and ready to go, but if you want to, you can dive in deeper, and change all the abilities, spells, skills, cantrips… and customize visuals. You will be able to select a face type, hairdo, facial hair, skin colour. I cannot give numbers or details, because it's still a work in progress, but there won't be sliders. We have more diversity in creation than in any other game we’ve done before. You'll be able to mix and match a wide variety of defaults, to create something unique.

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Originally Posted by Lucy Pevensie
You can customize the class i think here is from the dev

This is our campaign, but it's absolutely your adventure. The small amount of gameplay we've shown focused on one of our Origin characters, but whether you roll a custom or Origin character, the choices you make and the actions you take carry the same weight. In Baldur’s Gate 3, ‘Origin characters’ are basically fully-fledged companions, that you can optionally play. Even if you’re not playing as an Origin, you can explore their backstories and personal quests by having them in your party. Custom characters will see the world react to them based on their chosen race, class and background. Creating a character gives a sense of who you are, but the heart of the game’s reactivity is based on what you do after character creation.

After you select a race and a class, you could be all set and ready to go, but if you want to, you can dive in deeper, and change all the abilities, spells, skills, cantrips… and customize visuals. You will be able to select a face type, hairdo, facial hair, skin colour. I cannot give numbers or details, because it's still a work in progress, but there won't be sliders. We have more diversity in creation than in any other game we’ve done before. You'll be able to mix and match a wide variety of defaults, to create something unique.

Yup customize will be a thing in BG3 I was just showing people who did not know what classes and subclasses there will probably get in BG3 I think it is going to go down the same way that Pathfinder Kingmaker has done you pick your class and your subclass and than you customize your facts


Cthulhu: FOR THOUSANDS OF YEARS I LAY DORMANT, WHO HAS DISTURBED MY- Oh its you...
Warlock: Greetings my lord-
Cthulhu: LET ME SLEEP-
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my point is that the champion fighter is presented as just another subclass when it realy is..... kinda crap in terms of what it can actually do.
its the kind of class you want in a game with 8 PCs when you controll all of them an dont bother micromanaging

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The only subclasses I am not to keen on is the sorcerer subclasses I mean the wild magic sorcerer is not something I would play do to wanting my spells to go the way I want them to go and the sorcerer draconic bloodline has been done too many times I hope we get more subclasses in the sorcerer class what I would really like to have for a subclass for the sorcerer is the runechild bloodline not everyone wants to have draconic as there bloodline playing as a sorcerer here is what the runechild sorcerer can do

The weave and flow of magic is mysterious and feared by many. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as runechildren.
The talents of a runechild are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation throughout history has driven the few that exist this day into hiding their essence – a task that is not easy, given the revealing nature of their gifts.

Essence Runes
At 1st level, your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 1 Essence Rune, and gain an additional rune whenever you gain a level in this class. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.
At the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune.
As a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action.
If you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.

Glyphs of Aegis
Beginning at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.
At 6th level, you can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can only hold a single glyph, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll 1d6 and subtract the number rolled from the damage roll. The glyph is then lost.

Sigilic Augmentation
Upon reaching 6th level, you can channel your runes to temporarily bolster your physical capabilities. You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks with the chosen ability score until the start of your next turn. You can choose to maintain this benefit additional rounds by expending a charged rune at the start of each of your following turns.

Manifest Inscriptions
At 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph

Runic Torrent
Upon reaching 14th level, you can channel your stored runic energy to instill your spells with overwhelming arcane power, bypassing even the staunchest defenses. Whenever you cast a spell, you can expend a number of charged runes equal to the spell’s level to allow it to ignore any resistance or immunity to the spell’s damage type the targets may have.

Arcane Exemplar Form

Beginning at 18th level, you can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 3 rounds plus 1 round for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits:
• You have a flying speed of 40 feet.
• Your spell save DC is increased by 2.
• You have resistance to damage from spells.
• When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level.
When your Arcane Exemplar form ends, you can’t move or take actions until after your next turn, as your body recovers from the transformation. Once you use this feature, you must finish a long rest before you can use it again.


Cthulhu: FOR THOUSANDS OF YEARS I LAY DORMANT, WHO HAS DISTURBED MY- Oh its you...
Warlock: Greetings my lord-
Cthulhu: LET ME SLEEP-
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Originally Posted by Sordak
my point is that the champion fighter is presented as just another subclass when it realy is..... kinda crap in terms of what it can actually do.
its the kind of class you want in a game with 8 PCs when you controll all of them an dont bother micromanaging


The changes they made to short rests might actually make Champion a little more interesting.

And its going to make Eldritch Knight and Battlemaster super fun. Action Surges, Combat Manuevers, and second winds usable every combat, the ability to shove or jump as bonus actions and more I think.

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Originally Posted by TheInfinitySock
The only subclasses I am not to keen on is the sorcerer subclasses I mean the wild magic sorcerer is not something I would play do to wanting my spells to go the way I want them to go and the sorcerer draconic bloodline has been done too many times I hope we get more subclasses in the sorcerer class what I would really like to have for a subclass for the sorcerer is the runechild bloodline not everyone wants to have draconic as there bloodline playing as a sorcerer here is what the runechild sorcerer can do

The weave and flow of magic is mysterious and feared by many. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as runechildren.
The talents of a runechild are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation throughout history has driven the few that exist this day into hiding their essence – a task that is not easy, given the revealing nature of their gifts.

Essence Runes
At 1st level, your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 1 Essence Rune, and gain an additional rune whenever you gain a level in this class. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.
At the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune.
As a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action.
If you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.

Glyphs of Aegis
Beginning at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.
At 6th level, you can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can only hold a single glyph, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll 1d6 and subtract the number rolled from the damage roll. The glyph is then lost.

Sigilic Augmentation
Upon reaching 6th level, you can channel your runes to temporarily bolster your physical capabilities. You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks with the chosen ability score until the start of your next turn. You can choose to maintain this benefit additional rounds by expending a charged rune at the start of each of your following turns.

Manifest Inscriptions
At 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph

Runic Torrent
Upon reaching 14th level, you can channel your stored runic energy to instill your spells with overwhelming arcane power, bypassing even the staunchest defenses. Whenever you cast a spell, you can expend a number of charged runes equal to the spell’s level to allow it to ignore any resistance or immunity to the spell’s damage type the targets may have.

Arcane Exemplar Form

Beginning at 18th level, you can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 3 rounds plus 1 round for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits:
• You have a flying speed of 40 feet.
• Your spell save DC is increased by 2.
• You have resistance to damage from spells.
• When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level.
When your Arcane Exemplar form ends, you can’t move or take actions until after your next turn, as your body recovers from the transformation. Once you use this feature, you must finish a long rest before you can use it again.


I have a feeling Divine Soul Sorcerer will be in at least, its not hard to impliment and its the most popular of the Sorcerer Origins and very flexible.

I think Storm Magic and Shadow Magic Sorcerers have a fair chance to be in as well.

Just a guess but I think they will want at least 3 to 5 subclasses at minium for each class to balance things out with the Wizard and Cleric which via PHB will have a minium of 8 and 7 respectively (Wizards could even have 9 sunclasses given the importance of Bladesingers to the setting of the Forgotten Realms, and Clerics 8 for the same reasons but for Arcane Domain). I could be wrong.


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Cool I hope we do get more subclasses for the sorcerer I think the aberrant mind sorcerer could work really well in BG3


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what changes to short rests tho

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Wtb Bladesinger - found in Sword Coast Adventure Guide

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Originally Posted by Kailuchad
Wtb Bladesinger - found in Sword Coast Adventure Guide

So long as any race can be a bladesinger I am cool with it


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Originally Posted by Omegaphallic
Originally Posted by Sordak
my point is that the champion fighter is presented as just another subclass when it realy is..... kinda crap in terms of what it can actually do.
its the kind of class you want in a game with 8 PCs when you controll all of them an dont bother micromanaging


The changes they made to short rests might actually make Champion a little more interesting.

And its going to make Eldritch Knight and Battlemaster super fun. Action Surges, Combat Manuevers, and second winds usable every combat, the ability to shove or jump as bonus actions and more I think.

What changes are these?
If I remember correctly, Champion's abilities are passive and do not depend on rests. It is pretty much the worst archetype in the PHB.

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Originally Posted by Danielbda
Originally Posted by Omegaphallic
Originally Posted by Sordak
my point is that the champion fighter is presented as just another subclass when it realy is..... kinda crap in terms of what it can actually do.
its the kind of class you want in a game with 8 PCs when you controll all of them an dont bother micromanaging


The changes they made to short rests might actually make Champion a little more interesting.

And its going to make Eldritch Knight and Battlemaster super fun. Action Surges, Combat Manuevers, and second winds usable every combat, the ability to shove or jump as bonus actions and more I think.

What changes are these?
If I remember correctly, Champion's abilities are passive and do not depend on rests. It is pretty much the worst archetype in the PHB.

Well there might fix the champion subclass the same way there fix the ranger class being to weak there are adding in some homebrew stuff into BG3 with the help of DND team


Cthulhu: FOR THOUSANDS OF YEARS I LAY DORMANT, WHO HAS DISTURBED MY- Oh its you...
Warlock: Greetings my lord-
Cthulhu: LET ME SLEEP-
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Originally Posted by TheInfinitySock
Originally Posted by Lucy Pevensie
You can customize the class i think here is from the dev

This is our campaign, but it's absolutely your adventure. The small amount of gameplay we've shown focused on one of our Origin characters, but whether you roll a custom or Origin character, the choices you make and the actions you take carry the same weight. In Baldur’s Gate 3, ‘Origin characters’ are basically fully-fledged companions, that you can optionally play. Even if you’re not playing as an Origin, you can explore their backstories and personal quests by having them in your party. Custom characters will see the world react to them based on their chosen race, class and background. Creating a character gives a sense of who you are, but the heart of the game’s reactivity is based on what you do after character creation.

After you select a race and a class, you could be all set and ready to go, but if you want to, you can dive in deeper, and change all the abilities, spells, skills, cantrips… and customize visuals. You will be able to select a face type, hairdo, facial hair, skin colour. I cannot give numbers or details, because it's still a work in progress, but there won't be sliders. We have more diversity in creation than in any other game we’ve done before. You'll be able to mix and match a wide variety of defaults, to create something unique.

Yup customize will be a thing in BG3 I was just showing people who did not know what classes and subclasses there will probably get in BG3 I think it is going to go down the same way that Pathfinder Kingmaker has done you pick your class and your subclass and than you customize your facts

Except that in 5e you pick a subclass at level 3. So it shouldn't be customizable during character creation.

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Originally Posted by TheInfinitySock
Originally Posted by Danielbda
Originally Posted by Omegaphallic
Originally Posted by Sordak
my point is that the champion fighter is presented as just another subclass when it realy is..... kinda crap in terms of what it can actually do.
its the kind of class you want in a game with 8 PCs when you controll all of them an dont bother micromanaging


The changes they made to short rests might actually make Champion a little more interesting.

And its going to make Eldritch Knight and Battlemaster super fun. Action Surges, Combat Manuevers, and second winds usable every combat, the ability to shove or jump as bonus actions and more I think.

What changes are these?
If I remember correctly, Champion's abilities are passive and do not depend on rests. It is pretty much the worst archetype in the PHB.

Well there might fix the champion subclass the same way there fix the ranger class being to weak there are adding in some homebrew stuff into BG3 with the help of DND team

Not the champion. What did they change regarding short rests?

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I hope they implement subclasses from expansions. If they don't implement Gloom Stalker (strongest Ranger BY FAR) from Xanathars I won't be able to recreate my Pnp character ='(

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[/quote]
Not the champion. What did they change regarding short rests?[/quote]

The time between combat automatically counts as a short rest. When means all Short Rest goodies are recharged for every combat. Pure win for Monks, Fighters, Warlocks, level 20 Sorcerers, and certain subclasses. If Purple Dragon Knight is in it too will majorally benifit from this.

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Well the level cap will be 10 so no level 20 but you are right on the Monks Fighters and Warlocks being able to recharged themselves easier


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Originally Posted by Omegaphallic
[/quote]
Not the champion. What did they change regarding short rests?


The time between combat automatically counts as a short rest. When means all Short Rest goodies are recharged for every combat. Pure win for Monks, Fighters, Warlocks, level 20 Sorcerers, and certain subclasses. If Purple Dragon Knight is in it too will majorally benifit from this.
[/quote]
This makes Battlemaster and Warlocks super powerful.

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