Baldur’s Gate 3 offers 12 classes at the start of the campaign in a Dungeons and Dragons setting. Each of these major classes has its subclasses and Today we’ll be looking at Baldur’s Gate 3 best class.
Key Takeaways
- Baldur’s Gate 3 Features 12 Beginning Classes that each have their own subclasses and playstyles.
- The characters in Baldur’s Gate 3 all have their unique features and all scale with their primary stat.
- Ability checks and attack rolls often use the primary attribute of each class.
- For the best class, we’ve chosen Barbarian, as it’s a class that is not only easy to play but has a ton of damage, utility, and mobility that makes the game fun and a bit chaotic for the player.
- Other classes like the Bard or Paladin are great but do require a fair bit of knowledge and patience to have them be truly useful, which puts them back in our criteria.
There are 12 distinct classes in Baldur’s Gate 3:
Let’s take a look at our picks for the top 8 characters and compare them so we can come to a better conclusion for Baldur’s Gate 3 Best Class.
Barbarian

The Barbarian is a class that relies on their brute strength. The throw proficiencies for Barbarians are strength and constitution. In DND the Barbarians are fierce warriors unleashing rage and torment upon their foes.
The Barbarians are a purely combat-focused class. For players that want a rough and tough character that goes into battle and hits hard, this class is perfect.
Barbarians get medium and light armor along with a shield. They are proficient with heavy hard-hitting weapons like Warhammers and axes much like barbarians from other RPGs like Diablo 4.
For characters that are so aggressive and fight-focused in battle, this class has rage which is an ability that not only reduces the damage they receive but also increases the damage output by the player as well during combat.
The Barbarian’s kit offers a high strength stat with 17 strength which all their ability rolls will be based on. The table below showcases all the Barbarian’s attributes.
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
17* | 13 | 15 | 8 | 12 | 10 |
Once characters in Baldur’s Gate hit level 3 they get to choose between some subclasses. For the barbarian, this includes the Berserker, The Wildheart, or the Wild Magic Subclass. Let’s take a glance at what these classes mean for the playthrough.
Subclasses
- The Berserker Subclass focuses on, well, going berserk where the players get more combat-focused additions for example the addition of Frenzy which adds turn when the barbarian is in rage mode. This could mean possibly double damage for the barbarian in certain fights.
- The Wildheart subclass offers a more animal-focused route. Players can choose Bestial Hearts and harness the powers of animals to empower their rage. Doing so grants better movement in tougher terrains and unique abilities and passives which aid in the heavy frontline playstyle the barbarian offers.
- Wild Magic offers a reasonably unique playstyle. Ever feel like you want to be a mage but you also want to run around like a fight-hungry psycho? This subclass has you covered. Wild Mage has a very chaotic feature where a random magical effect will happen when the player is in a rage.
The caveat however is this effect can be positive or negative and this is where the chaotic yet fun and challenging style of this class comes into play
Bard

Bard is a caster class that focuses on spell usage throughout the game. The bard has exceptional charisma and charm and players can look great wearing the finest rags in the land holding their instruments whilst in battle.
The Bard makes use of light armor and has charisma as their primary stat. The fighting style for the bard is more so in the backlines and are a fairly decent support character that can boost the rolls of their allies. The bard uses a wide variety of spells including support and attack spells.
The bard uses simple weapons as they’re more so spell casters. These include Crossbows, longswords, rapiers, and shortswords. These weapons require another stat the bards are proficient at which is dexterity.
The bard has a list of skills and cantrips that they get in their process of leveling up. These cantrips are cast using the bard’s creative expression. Having high charisma also makes for the bards to be great at conversation and good at being persuasive.
The charming Bard features high charisma using their charm to win ability checks in game. The attributes are highlighted in the table below.
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
8 | 15 | 13 | 12 | 10 | 17* |
Once level 3 the bard gets the choice between 3 subclasses that are known as Bard Colleges. The choices given are the College of Lore, the College of Valor, and the College of Swords.
Subclasses
- College of Lore is a subclass that goes further into the charm of the bard and becomes a people charmer build. The class info states how this college is where you pursue beauty and truth and how you collect knowledge from scholarly tomes to peasants’ tales and use your gifts to hold both audiences and enemies spellbound.
The ‘using your words and holding your audience spellbound is quite literal term due to the bard using their spells and lowering the enemy attack role and such. This subclass also has the cutting words feature which allows the player to distract a creature using their wit and sap them of their confidence. - The College of Valour subclass takes the support bard to a more combat-focused route. The player receives combat inspiration which provides a bonus for the player’s next attack roll, ability check, weapon damage, saving throw, and armor class.
This subclass also lays less focus on spell casting and more focus on martial prowess. Proficiencies with heavier weapons and armor is received. Players who generally want to be a more aggressive player rather than a support sorcerer would find this subclass great. - College of Swords takes weapon prowess to another level as the name would suggest. The class info also describes how the player uses their words and their weapons in equal measure to fight and entertain.
This class is more of a fighting-focused class that allows players to have passives such as the dueling passive feature which makes it so when the player wields a melee weapon that is not two-handed or versatile in one hand, and no weapon in the other, they deal an additional 2 damage.
Cleric

Clerics are a class that uses a mixture of both melee and magic. Their description reads that they are representatives of the gods they worship, wielding potent divine magic for good or ill. Additionally, the armor proficiency they have is light to medium which makes them not the best choice for frontline.
The weapon proficiencies the Cleric has is for simple weapons, Morningstars, Longswords, Shortswords, Longbows, and short bows. Clerics do tend to be a more backline class rather than upfront.
Clerics are powerful spell casters and get a buff with Channel Divinity where they can get an extra divine ability that can either make undead enemies move away or can give a +10 to attack rolls.
When choosing the cleric as your main class you get a choice of 7 subclasses. Life, Light, Trickery, Knowledge, Nature, Tempest, and War. All of these classes mainly differ in the spells they get in their playthrough.
The table below shows the default attributes for the Cleric.
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
15 | 10 | 13 | 8 | 17* | 12 |
There is also a mechanic where the subclasses can choose specific deities to worship depending on their specific subclass
Subclasses
- Life Domain is a great healer subclass where the spells focus on healing. This class also focuses on the class becoming a more tanky class as the player gains heavy armor proficiency.
- Light Domain is unique in its ability to add a cantrip to the cleric. The cantrip is Light that infuses an object with an aura of light.
The biggest subclass feature is the Warding Flare where the player gets shielded with divine light and imposes a disadvantage on the enemy. - Trickery Domain is a subclass specializing in deception and illusion magic. This subclass gives the player a special action called the Blessing of the Trickster that grants another creature advantage on stealth checks.
The subclass, when leveled covers a lot more skills concerning trickery where players can vanish or create illusions. - The knowledge Domain is a subclass that offers to learn two languages as well as offer proficiency in the following skills: Arcana, History, Nature, or Religion. At level 2 you get to use channel divinity whereas for an action you can choose a skill or a tool to have proficiency in for 1 minute.
At level 6 using channel divinity allows you to read the mind of a creature and control it. - Nature Domain is a subclass that focuses more on animals and such sort of like the druid but this class has its fair differences from the druid. The class does get animal friendships however where they can talk to animals and such. Additionally, the class gets other animal skill proficiencies similar to the druid but it provides more than that.
Acolyte of Nature allows the player to learn one cantrip from the druid spell list and makes it count as a cleric cantrip. - Tempest Domain is a subclass that’s a very fun and different one compared to the rest. It gives heavy armor proficiency and deals with lightning and wind spells mainly.
At level 1 players get the Wrath of the Storm which makes it so whenever someone attacks you they need to do a dexterity check which if they fail will make them take damage. This is essentially reactive damage that simply exists in this domain.
Channel divinity’s destructive wrath makes it so that whenever you roll to do lightning or thunder damage you get the maximum role that does the highest damage.
At level 6 Channel divinity allows you to push enemies each time you cast a lightning skill which makes the distance they can travel shorter. - Lastly, the War Domain is a more combat-focused class. The class gains heavy armor and martial weapon proficiencies and gains the War Priest passive. This passive allows the cleric to use a War Priest Charge to perform an additional attack during the same turn making combat easier.
The channel Divinity for this subclass is Guided Strike which allows, at level 2, the cleric can add a +10 bonus to attack rolls using a Channel divinity charge.
Fighter

The fighter class in Baldur’s’ Gate 3 represents an all-combat-focused character. From shooting their bows from long range to being close to the enemies swinging their swords, the fighter is a fierce warrior perfect for players wanting pure action.
The primary ability score for the fighter class is strength and dexterity. Furthermore, they get swords and shields, buffs for fighting, and a way to heal. They even get a way to get a second attack during combat once every short rest.
The fighter has a high strength stat as seen in this table below. They will use strength to win their ability checks in game.
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
17* | 13 | 15 | 10 | 12 | 8 |
At level 3 the fighter class has the choice between 3 subclasses. The Battle Master, Eldritch Knight, and Champion.
Subclasses
- Battle Master is quite a strong subclass for the fighter and hence it’s pretty enjoyable for players looking to play the game for the fun of it rather than getting into the finer details of the game. This is due to the skill received at level 3 which is combat superiority.
With Combat Superiority players get maneuvers to attack enemies or support allies. these maneuvers include things like Evasive Footwork where players can evade attacks by imposing disadvantage on melee attacks against them for a round. - Eldritch Knight is a subclass that takes a ranged magic approach to combat. This class relies on spell casting and wizardry. They use their magic and martial prowess to win on the battlefield and support their allies.
Additionally, the Eldritch Knight also has two schools. Abjuration or Evocation. Abjuration is
a protection school where the fighter relies on tanking damage while Ecvocation allows the fighter to deal damage to a hoard of enemies at the same time. - The Champion is not as big of a change from a fighter as the rest of the classes. This subclass essentially just makes the fighter a better more fine-tuned fighter with additional abilities aiding in combat.
To sum it up this class gains bonuses like critical hit chances and a different fighting style.
Paladin

While the cleric are the holy priests in Baldurs’ Gate 3 the Paladins are the fierce warriors tasked with bringing justice. The class features a high strength stat closely followed by a high charisma stat. Furthermore, the paladin is proficient with all armor types, Shields, and heavy weapons.
With these high proficiencies, the paladin opens up many possibilities early on in the game. Players can mess around with heavy armor sets and any type of weapons they wish to play with.
Additionally, they also start with a heal spell for other creatures further improving the gameplay for early players. A buff spell is also included in the base paladin kit which allows them to gain an advantage in attacks against their foes temporarily.
Here’s a table highlighting the attributes for this the Paladin.
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
17* | 12 | 13 | 8 | 10 | 15 |
At level 1 the Paladin get to decide their subclass from 4 options. Oath of the Ancients, Oath of Devotion, Oath of Vengeance, and Oathbreaker.
Subclasses
- Oath of the Ancients revolves around standing against darkness and being a beacon of light and hope for the world. This subclass has a lot to do with nature and gets things like speak with animals which are common in the more nature-focused classes like the druid.
The Class also receives a spell called Healing Radiance which calls upon the oath to let nature heal all nearby allies. This spell is huge for co-op and normal runs as well and is a great support role incentive for this subclass.
Other abilities like the channel divinity for this class are mainly used for rooting targets and movement-impairing abilities.
The oath for this class states:
“Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can’t preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.” - Oath of Devotion takes the phrase ‘knight in shining armor’ in its class description. A rather fitting phrase for this class. The class revolves around being an honorable Paladin who helps and shows compassion.
The class gets skills that protect their allies, spells that imbue their weapons with charisma, and spells that deal extra damage to enemies.
The oath for this class is:
“Honesty. Don’t lie or cheat. Let your word be your promise.
Courage. Never fear to act, though caution is wise.
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.” - Oath of Vengeance is a more forgiving class which is ironic because this class revolves around not showing mercy to wrongdoers. The paladin revolves around their oaths and when vengeance is your oath it becomes harder to break it.
This class is a fighter class that fears their enemies and buffs their attacks to be wrath amidst the battlefield. Spells like Abjure Enemy allow for the enemies to be frightened and have a disadvantage on Saving throws. They will also be easier to hit and will have their movement compromised.
The oath in question for this class states the following:
“Fight the Greater Evil. Exerting your wisdom, identify the higher morality in any given instance, and fight for it. No Mercy for the Wicked. Chasten those who dole out their villainy by wiping their blight from the world forever.” - Oathbreaker is the subclass players get when they, as the name suggests, break their oath. This allows them to do whatever they desire with no setbacks other than having the abilities that the oathbreaker gives.
This process can be reversed however for a large sum of gold. Players can go back to their original oaths if their build revolved around a certain playstyle.
Rogue

Rogues are known for their efficiency during combat and expertise in stealth. With a super high dexterity stat rogues can easily tread the path of a thief or an assassin. With an expertise in sleight of hand and stealth this playstyle is very suited for them.
Rogues have proficiency with light armor so as to move quick and quietly. As for the weapons rogues are proficient with simple weapons crossbows shortswords and longswords.
The defining Class action of the rogue is one they get at level 1 Called Sneak Attack. This allows us to hit an enemy’s weak spot and deal massive damage if you get advantage on your attack roll. This attack is great as it can also be activated if an ally is within 5 feet so it counts as the player flanking them.
The rogue features attributes that are highlighted in the table below.
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
8 | 17* | 14 | 13 | 13 | 10 |
At level 3 the Rogue gets to choose a subclass from 3 options. Arcane Trickster, Thief, and Assassin.
Subclasses
- Arcane Trickster brings magic into the mix of the rogue. The subclass starts of with Mage Hand. A cantrip that creates a spectral hand that can manipulate and interact with objects. Magic used by this class uses our intelligence score.
In terms of combat spells most of the spells you’ll be getting will be illusion or enchanting spells with a few even being divination spells. Additionally, being noncombative is also a feature with this class.
Spells like sleep aid in the noncombative nature since you’ll be able to put your enemies to sleep and avoid conflict. Other spells include disguise self as well which adds to the rogue quality. - Thief traditionally has been a stealth based character with high mobility but Baldur’s gate has taken a different approach. The thief has been given features that could make him a lot more effective in combat as well.
This stems from the fact that the thief starts out with Fast Hands as a feature which allows them to gain an additional bonus action. This gives major mobility as well as a decent amount of damage that can be done to enemies. - Assassin is the subclass that purely focuses on combat which is it’s main difference from the other two classes as it offers a lot of damage.
Firstly, we get Assassinate class feature at level 3 which gives us an advantage against any enemy that hasn’t had a turn yet. This paired with the sneak attack can be quite the combo for damage.
There are other things with this subclass like fall damage resistance but the main playstyle of the class entirely revolves around fast hands and how players utilize it.
Furthermore, if we hit any enemy who is surprised we automatically trigger a critical strike. The guaranteed critical combined with sneak attack is tremendous damage especially considering this is while entering combat.
lastly, this class at level 9 gets Infiltration Expertise adding to the rogue assassin playstyle which allows you to adopt a new identity, Changing the player’s appearance.
Warlock

Warlock is a unique class that is more of a recent entry into the world of Dungeons and Dragons and this class fulfills the roll of a Melee Casting hybrid. Player who don’t want to fully commit to a caster wizard or sorcerer character might have a fun time playing the warlock.
Warlock’s primary attribute is Charisma which they will be using for their ability checks. Unlike sorcerers who gain their magic from their bloodline or have magic in them as an inherent part of them, and unlike Wizards who learn their magic from studying, Warlocks gain their magic from a pact.
The warlock has 3 spell slots which may be a bit misleading when looked at from the perspective of a wizard or a sorcerer. The spell slot for the warlock reaches to a level 5 at max level and the spells that the player chose to be in those spells slot are also then cast at a level 5 regardless of their level.
This essentially allows great scaling in terms of damage capabilities for the warlock. In order to recast skills the warlock simply needs a short rest. At level 12 with 3 spell slots the warlock can short rest twice which means we can cast 9 spells during a fight without needing a long rest.
The attributes for the warlock are shown in this table.
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
8 | 13 | 14 | 13 | 10 | 17* |
At the character creation screen the Warlock can choose their subclass. The player has 3 options for subclasses namely being, The Fiend, The Great Old One and The Archfey.
Subclasses
- The Fiend is a subclass that revolves around the theme of hell. So their spells center around fire and flame and working towards corruption and destruction.
This subclass starts off with a class feature known as Dark One’s Blessing that allows them to gain temporary hit points when they reduce a hostile creature’s health points to 0.
Upon reaching level 6 the subclass gets Dark One’s Own Luck which allows the warlock to call upon their patron to change their fate. This adds a 1d10 to the Warlock’s ability check.
For level 10 we get Fiendish Resilience which lets you choose a damage type and become resistant to it. You can reset this with Short Rest. - The Great Old One is a subclass where the player plays as an acolyte of eldritch entities that cannot be comprehended by regular humans. In this subclass the pact is with these entities. The spells for this class are more geared towards control.
At level 1 this subclass gets Mortal Reminder which allows them to frighten creatures when they get hit by a critical strike. The fright also affects any creatures near the creature.
At level 6 we get Entropic Ward where we can impose Disadvantage on an attack roll against you. If the attack on you misses you get advantage on your attack roll next attack.
Level 10 gives us Though Shield which gives us psychic damage resistance and you can reflect the psychic damage given to you. - The Archfey is a subclass where the warlocks are graced by a lady or lord of the fey. Their spell list is pretty similar to The Great Old One where they center mainly around control. The difference however is the factor of movement with this subclass.
At level 1 we get Fey Presence which allows the Warlock to charm or frighten enemies in a radius by causing a wisdom roll for all enemies.
At level 6 we get Misty Escape which allows us to become invisible upon taking damage and on our next turn we can use Misty Step which will allow us to teleport ourselves to an unoccupied space in our vision to exit Misty Escape.
At level 10 we get Beguiling Defenses which makes us immune to being charmed and if an enemy attempt to charm us we can charm them back.
Wizard

Wizard is a class that focuses on studying and increasing their intellect to learn about magic and the arcane tradition. Wizards are very frail and not at all tanky due to their playstyle being at range attackers. This makes there be a hurdle for players trying out the wizard.
Wizards will have more spells known than all the other subclasses that rely on using spells. at level 1 the wizard starts off with 6 spells. In order to cast these spells however we need to prepare them first.
The number of spells players can prefer is generally a lot lower than the total number of spells they know of. This number can increase with their level and intelligence modifier. The spells a Wizard can cast are further reduced by the number of spell slots they have which at level 1 they’ll get 2 level 1 spell slots.
one really good class feature is Arcane Recovery which allows the user to replenish their expended spell slots while out of combat without needing a long rest.
Here’s a table highlighting the attributes for the wizard.
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
8 | 13 | 15 | 17* | 10 | 12 |
At character creation players can choose what subclass they want on their sorcerer. Sorcerer has the most subclasses in the game at 8 subclasses. Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation.
Subclasses
Something to note is each subclass gets a feature where the cost to learn spells from scrolls that are linked to their subclass is halved.
- Abjuration is a subclass that relies on protection damage. As discussed earlier wizards are generally very frail and cannot tank hits very well. Abjuration helps by providing things such as additional Hit Points.
The features unique to this subclass are:
Arcane Ward: Residual magic forms a ward around you that protects you from harm
Projected Ward: As a reaction, when nearby allies take damage the Wizard can sacrifice their Arcane Ward to reduce the damage they take.
Improved Abjuration: Every time a short rest is taken the intensity or the arcane ward increases. This scales based on the Wizard level. - Conjuration is a summoning subclass where it can summon not only creatures but things like water and such. This subclass opens up options to varying playstyles that can be very effective.
The features unique to this subclass are:
Minor Conjuration: Create Water this allows you to create water and enemies touching the water gain the status of wet which is an incredibly strong status depending on the type of spells you’re running with the Wizard. This paired with cold or electric damage can deal massive burst damage.
Benign Transposition: Teleport yourself to an unoccupied location on swap places with an ally.
Focused Conjuration: Damage taken whilst concentrating on a conjuration spell will not interrupt the user. - Divination is a character that has a focus on time as they rely on understanding the past, present and future.
The features unique to this subclass are:
Portent: Gain 2 portent dice per long rest. Change the die of any attack roll or saving throw near you per die.
Expert Divination: Gain an additional Portent Die. Receive a prophecy each short rest to restore one portent die. - Enchantment is a very crowd control heavy class and can be exceptionally strong because of this. You gain the ability to Entrance and beguile your enemies which can be especially useful to a class that’s fairly weak to damage.
The features unique to this subclass are:
Hypnotic Gaze: Once per long rest select an enemy that must succeed on a wisdom saving throw. If failed they will be charmed for 2 turns.
Instinctive Charm: As a reaction, when an enemy has attacked you, charm them. They must either win a wisdom throw or attack a new enemy for this to not affect them.
Split Enchantment: Spells that could only enchant one enemy can now enchant 2 enemies. - Evocation is the classic high damage Wizard subclass that revolves around using spells like fireball etc. This class can deal huge AOE damage which makes the game generally a lot more beginner friendly and fun for players that come from a more chaotic playstyle.
The features unique to this subclass are:
Sculpt Spells: Allies auto succeed any saving throws and take no damage from your spells.
Potent Cantrip: When a creature succeeds a saving through against your cantrips, It still takes half the damage of the cantrip.
Empowered Evocation: Add Intelligence modifier to damage rolls with evocation spells. - Illusion is a subclass that essentially revolves around deceit and illusory magic.
The features unique to this subclass are:
Improved Minor Illusion: You can cast minor illusion as a bonus action. You can remain hidden while casting this spell and it can also be cast when the user is silenced.
See Invisibility: Once per short Rest, you can cast the See Invisibility without consuming a spell slot as an action.
Illusory Self: You can fashion an illusory duplicate of yourself when attacked. Enemies attacking also miss their attack. - Necromancy is a subclass revolving around raising the dead where the player could create their own little army. The class can also deal a fair bit of Necrotic damage.
The unique Features of this subclass are:
Grim Harvest: Heal when killing a creature with a spell. Healing gained is equal to 2 times the spell slot level, 3 times for necromancy spells.
Undead Thralls: Animate Dead Gain the Animate Dead spell.
Undead Thralls: Additional Undead: When using Animate Dead, raise an additional undead
Undead Thralls: Better Summons: Creatures created with animated dead have additional hit points equal to the level of your character. Proficiency bonus is added to their damage as well.
Inured to Undeath: You are resistant to necrotic damage. Max Hit Points can also not be reduced. - Transmutation is a very unique subclass and it focuses on alchemy. Alchemy is available in the game normally for every character but this subclass can double the production of any alchemic solution.
The features unique to this subclass are:
Experimental Alchemy: You can brew two alchemic solutions instead of one if you succeed a difficulty class 15 medicine check.
Transmuter’s Stone: Store Transmutation magic in a small stone. A creature carrying the stone gains a benefit of your choice.
Shapechanger: Transform into a blue jay which is able to fly. When Blue Jay’s hit points reach 0, revert back to original form.
Best Class In Baldur’s Gate 3 Verdict
While there is no one class that is overwhelmingly better than all the other classes, there are classes that do things better than others. In this case we can look at different factors including how easy it is for newer players and how easy the class is to play.
While classes like the Paladin and Bard are excellent at their own respective rolls there exists a class that stand alone on a pedestal that can singlehandedly carry all combat encounters and this is the Barbarian.
Players could consider Barbarian a boring and linear character but this Class combines raw strength and damage with decent tank capabilities. Nothing beats running into a fight without a care in the world and walking out whilst the enemy has been absolutely decimated.
One of the greatest abilities in Baldur’s Gate 3 is jumping and barbarian has access to this which adds on utility and mobility to the character that is really strong. Moreover, what this Class lacks in magic capabilities it makes up for by the sheer damage and movement it gives the player access to.
Lastly, this class is great all around for newer and mid level players but the game’s classes are all full of potential and can each do so much when used right.
Stat Table For All Baldur’s Gate 3 Classes
Here’s a table outlining all the classes and their attribute stats. The numbers with the * are the primary attributes of each class. Things like ability checks will use these attributes.
Class | Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|---|
Barbarian | 17* | 13 | 15 | 8 | 12 | 10 |
Bard | 8 | 15 | 13 | 12 | 10 | 17* |
Cleric | 15 | 10 | 13 | 8 | 17* | 12 |
Druid | 10 | 14 | 14 | 8 | 17* | 12 |
Fighter | 17* | 13 | 15 | 10 | 12 | 8 |
Monk | 12 | 17* | 14 | 8 | 14 | 10 |
Paladin | 17* | 12 | 13 | 8 | 10 | 15 |
Ranger | 12 | 17* | 13 | 8 | 15 | 10 |
Rogue | 8 | 17* | 14 | 13 | 13 | 10 |
Sorcerer | 8 | 13 | 15 | 12 | 10 | 17* |
Warlock | 8 | 13 | 14 | 13 | 10 | 17* |
Wizard | 8 | 13 | 15 | 17* | 10 | 12 |
Class Ranking
Class | Rank | Pros | Cons |
---|---|---|---|
Barbarian | S | -Easy to use -High damage -Good survivability -Fun to play |
-No real ability for combos -No refined gameplay -Not the greatest character for DnD veterans |
Bard | S | -Fun to play -Good supporting -Great dialogue out of combat -Great buffing |
-Harder for newer players to grasp -Reliant mostly on ability checks. |
Cleric | A | -Best Healing Class -Spellcasters and good supports |
-While healing is good outright damage can be a better option -Frail and easy to die on |
Fighter | A | -Great at normal melee combat -Subclasses all center around combat and self preservation |
-Linear playstyle -No combo potential |
Paladin | S | -Very high single target damage -Very tanky -Magic based classes which can support and fight |
-Gameplay based on Oath which can be broken and players can become Oath breakers changing their gameplay. |
Rogue | A | -Very high damage -Stealth based gameplay -very good mobility |
-Easy to kill -Not the easiest to play |
Warlock | A | -Mix of Magic and Melee -Can short rest multiple times to reset spells. -high damage |
-Very few spell slots -Easy to kill |
Wizard | S | -Great combo potential -High damage -Many spell slots |
-Easy to kill -Spells can only be recast with a long rest -Can rely only on magic for damage |
In this article we took a look at ever class in Baldur’s Gate 3 and their subclasses. Additionally, we looked at what made all of these classes unique and came upon a decision as to what class we would categorize as the single best class.
As always we hope this guide was useful to you all and we would love to know how you’ve been enjoying the game so far.
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