They automatically gain proficiency in Arcana, Intimidation, and Sleight of Hand. The Lore subclass makes Bards much more versatile party support characters. At level 2, they also learn Song of Rest, which differs from the tabletop rules and instantly grants the effects of a Baldur's Gate 3 short rest. This will mostly be helpful for characters that are in the thick of the fight - both attacking and being in the range of enemy spells - like Astarion and Lae'zel. The move is a standard action that gives an ally in range +1d6 to their next Attack Roll, Saving Throw, or Ability Check. The main Bard class feature is Bardic Inspiration. Related: Baldur's Gate 3: Everything Added In Patch 8 Backgrounds covering said Skills are Charlatan, Criminal, Entertainer, Guild Artisan, Noble, or Soldier. This includes Deception, Persuasion, Intimidation, and Performance. This, in turn, makes every Background viable, though in both cases, Charisma-based Skills are best suited. Related: How Baldur's Gate 3 Is Different (& Better) Than Divinity: Original Sinīards are extremely versatile as they can select any three Skills to be proficient with. Unfortunately, they are also much slower due to their small size, making it hard to cross great distances each turn. This makes Lightfoot Halfling Bards similar to Wood Half-Elves, but with an emphasis on finesse weapons or bows instead of pure power. As a Lightfoot, they also gain +1 Charisma and proficiency with Stealth. Halflings gain +2 Dexterity and can reroll a Baldur's Gate 3 critical failure (1 on a D20 check) but must take the new results. This racial selection will make Bards into incredible spell casters that can easily position themselves on the battlefield. Finally, the Wood subrace gives them increased movement speed and automatic proficiency with Stealth. They also can't be put to sleep by Baldur's Gate 3 magic and have an advantage on Charm Saving Throws. Gain +1 to either STR or DEX, and gain any four weapon proficiencies.Half-Elves gain +2 Charisma and another +2 in another ability score of the player's choosing. The character adds two to their maximum HP score for every one of their levels. The character gains three skill proficiencies of their choice. They can use their reaction to shield themselves while performing a DEX save. The character gains +2 to DEX saves while using a shield. Their Charisma also increases by 1, but this boost cannot put them above 20 Charisma. The character gains Musical Instrument Proficiency. The character gains Medium Armor proficiency and Shield proficiency, as well as gaining either +1 to STR or +1 to DEX.Ĭharacters need to be proficient in Light Armor before taking this feat. The character's movement speed increases, they can Dash without being slowed down by difficult terrain, and they can move after performing a melee attack without provoking an Attack of Opportunity. The character learns two maneuvers from the Battle Master list and gains a single Superiority Die. They use their Wizard stat as their spellcasting modifier. They learn a single level one Wizard spell and two Wizard cantrips. The character gains a level one Wizard spell slot. They use their Charisma stat as their spellcasting modifier. They learn a single level one Warlock spell and two Warlock cantrips. The character gains a level one Warlock spell slot. They learn a single level one Sorcerer spell and two Sorcerer cantrips. The character gains a level one Sorcerer spell slot. They use their Wisdom stat as their spellcasting modifier. They learn a single level one Druid spell and two Druid cantrips. The character gains a level one Druid spell slot. They learn a single level one Cleric spell and two Cleric cantrips. The character gains a level one Cleric spell slot. They learn a single level one Bard spell and two Bard cantrips. The character gains a level one Bard spell slot. The character gains Light Armor proficiency and +1 to DEX. The character gains Heavy Armor proficiency and +1 to STR.Ĭharacters need to be proficient in Medium Armor before taking this feat. Attacks with heavy weapons can take -5 to hit for +10 to damage. If the character scores a critical hit or kill a creature with a melee attack, they can perform an additional attack. They can now dual-wield weapons that are heavier than light. The character gains +1 to AC when fighting with two weapons. The character can use their reaction to add a bonus to their AC when being attacked. The character uses less movement when standing up from the Prone condition.
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