All 12 new Baldur’s Gate 3 subclasses explained

Looking for the new Baldur's Gate 3 subclasses? Although patch 8 has a host of content to be excited about, arguably the most important is the 12 new subclasses. Below, we have a thorough breakdown of all 12 new subclasses in Baldur's Gate 3, their associated abilities, levels and more. All patch 8 subclasses Bard: College of Glamour Barbarian: Path of Giants Cleric: Death Domain Druid: Circle of Stars Paladin: Oath of the Crown Fighter: Arcane Archer Monk: Drunken Master Ranger: Swarmkeeper Rogue: Swashbuckler Sorcerer: Shadow Magic Warlock: Hexblade Wizard: Bladesinging Bard: College of Glamour Image via Larian Studios The College of Glamour subclass is mainly useful for a support/utility role. They can grant temporary hit points and charm enemies that hit party members. Here are the following abilities you can unlock at certain levels: Subclass level Subclass features 3 Mantle of Inspiration: Grant 2 allies 5 temporary hit points. If attacked, foe becomes 'Charmed'. 6 Mantle of Majesty: Command an enemy to flee, drop their weapon, freeze or move closer. Charmed foes instantly fail the Saving Throw.Additionally, Mantle of Inspiration increases to 3 targets and 8 temporary hit points. 10 Mantle of Inspiration increases to 4 targets and 11 temporary hit points. Barbarian: Path of Giants Image via Larian Studios The Path of Giants subclass allows Barbarians to enlarge at will, maximizes their carrying capacity and allows them to throw objects or even people, at greater distances. Here are the abilities you can unlock: Subclass level Subclass features 3 Giant's Rage: Entering into a Rage will enlarge you and double the Rage bonus on thrown attacks. Vaprak's Greed: Carry capacity increases by 25%.Cantrip: Thaumaturgy. 5 Boot of the Giants: Grants the ability to kick an enemy away. 6 Elemental Cleaver: Until the end of your Rage, weapons have added Cold, Acid, Fire, Lightning or Thunder damage and gain the Thrown property. Thrown weapons are automatically returned to your hand. 10 Mighty Impel: Grants the ability to throw a creature if they are medium sized or smaller. Cleric: Death Domain Image via Larian Studios As the name would allude to, the Death Domain Cleric has access to certain necromancy spells and can access one of the most powerful Cantrips in the game, Toll the Dead, which uses a d12 damage dice when used on injured foes. Here is a breakdown of which domain spells and other abilities you can access as a Death Cleric: Subclass level Subclass features 1 Martial Weapons proficiency.Reaper: Necromancy cantrips can target an additional creature.Domain Spells: Bone Chill, False Life, Ray of Sickness. 2 Channel Divinity (Touch of Death): Deal an extra 5 Necrotic damage + 2 x Cleric level to melee attacks. 3 Domain Spells: Blindness, Ray of Enfeeblement. 5 Domain Spells: Animate Dead, Vampiric Touch. 6 Inescapable Destruction: Spells ignore resistance to Necrotic damage. 7 Domain Spells: Blight, Death Ward. 8 Divine Strike (Necrotic): Deal 1d8 Necrotic damage once per turn when delivering a melee attack. 9 Domain Spells: Cloudkill, Contagion. Druid: Circle of Stars Image via Larian Studios The Circle of Stars Druid has long been one of the most powerful subclasses for Druids in DnD and now, Baldur’s Gate 3. These Druids have access to ‘Starry Forms’ that help them utilize special Bonus Actions. They can do so without needing to be in Wild Shape and can still access their full spell roster. Here are all the major subclass features you can unlock as a Circle of Stars Druid: Subclass level Subclass features 2 Cantrip: Guidance.Starry Form: Gain the Archer, Chalice and Dragon Starry Forms. You can expend a use of Wild Shape to use these. The Archer form can cast Luminous Arrow as a Bonus Action, the Chalice form grants Chalice Healing, and the Dragon form can cast Dazzling Breath and turns any number rolled on a concentration Saving Throw of 9 or lower as a 10. Star Map (2): Grants the ability to cast Guiding Bolt without using a spell slot.Circle Spells: Guiding Bolt. 5 Star Map (3): Grants 1 extra Star Map. 6 Cosmic Omen: Choose to increase or decrease Attack Rolls, Saving Throws and Ability Checks once per Long Rest.Cosmic Omen (3): Grants the ability to cast Cosmic Omen. 9 Star Map (4): Grants 1 additional Star Map use.Cosmic Omen (4): Grants 1 additional Cosmic Omen. 10 Twinkling Constellations: Improves the quality of Starry Forms. The Archer and Chalice abilities are increased by 1d8 and the Dragon form gains the ability to fly 20 ft. Once per turn, you can change forms as a Free Action. Paladin: Oath of the Crown Image via Larian Studios Oath of the Crown Paladins must abide by three major rules: law, loyalty and responsibility. Think of them as the ultimate lawful good alignment. They have a mixture of melee prowess and healing abilities. Here are the level perks you can obtai

Mar 16, 2025 - 18:30
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All 12 new Baldur’s Gate 3 subclasses explained

Baldur's Gate 3 screenshot of the Path of Giants Barbarian with Shadowheart and Wyll.

Looking for the new Baldur's Gate 3 subclasses? Although patch 8 has a host of content to be excited about, arguably the most important is the 12 new subclasses. Below, we have a thorough breakdown of all 12 new subclasses in Baldur's Gate 3, their associated abilities, levels and more.

Bard: College of Glamour

Baldur's Gate 3 screenshot of the College of Glamour bard in battle.
Image via Larian Studios

The College of Glamour subclass is mainly useful for a support/utility role. They can grant temporary hit points and charm enemies that hit party members. Here are the following abilities you can unlock at certain levels:

Subclass levelSubclass features
3Mantle of Inspiration: Grant 2 allies 5 temporary hit points. If attacked, foe becomes 'Charmed'.
6Mantle of Majesty: Command an enemy to flee, drop their weapon, freeze or move closer. Charmed foes instantly fail the Saving Throw.
Additionally, Mantle of Inspiration increases to 3 targets and 8 temporary hit points.
10Mantle of Inspiration increases to 4 targets and 11 temporary hit points.

Barbarian: Path of Giants

Baldur's Gate 3 screenshot of the Path of Giants Barbarian in battle.
Image via Larian Studios

The Path of Giants subclass allows Barbarians to enlarge at will, maximizes their carrying capacity and allows them to throw objects or even people, at greater distances. Here are the abilities you can unlock:

Subclass levelSubclass features
3Giant's Rage: Entering into a Rage will enlarge you and double the Rage bonus on thrown attacks.
Vaprak's Greed: Carry capacity increases by 25%.
Cantrip: Thaumaturgy.
5Boot of the Giants: Grants the ability to kick an enemy away.
6Elemental Cleaver: Until the end of your Rage, weapons have added Cold, Acid, Fire, Lightning or Thunder damage and gain the Thrown property. Thrown weapons are automatically returned to your hand.
10Mighty Impel: Grants the ability to throw a creature if they are medium sized or smaller.

Cleric: Death Domain

Baldur's Gate 3 screenshot of the Death Domain Cleric in battle.
Image via Larian Studios

As the name would allude to, the Death Domain Cleric has access to certain necromancy spells and can access one of the most powerful Cantrips in the game, Toll the Dead, which uses a d12 damage dice when used on injured foes. Here is a breakdown of which domain spells and other abilities you can access as a Death Cleric:

Subclass levelSubclass features
1Martial Weapons proficiency.
Reaper: Necromancy cantrips can target an additional creature.
Domain Spells: Bone Chill, False Life, Ray of Sickness.
2Channel Divinity (Touch of Death): Deal an extra 5 Necrotic damage + 2 x Cleric level to melee attacks.
3Domain Spells: Blindness, Ray of Enfeeblement.
5Domain Spells: Animate Dead, Vampiric Touch.
6Inescapable Destruction: Spells ignore resistance to Necrotic damage.
7Domain Spells: Blight, Death Ward.
8Divine Strike (Necrotic): Deal 1d8 Necrotic damage once per turn when delivering a melee attack.
9Domain Spells: Cloudkill, Contagion.

Druid: Circle of Stars

Baldur's Gate 3 screenshot of the Circle of Stars Druid in battle.
Image via Larian Studios

The Circle of Stars Druid has long been one of the most powerful subclasses for Druids in DnD and now, Baldur’s Gate 3. These Druids have access to ‘Starry Forms’ that help them utilize special Bonus Actions. They can do so without needing to be in Wild Shape and can still access their full spell roster. Here are all the major subclass features you can unlock as a Circle of Stars Druid:

Subclass levelSubclass features
2Cantrip: Guidance.
Starry Form: Gain the Archer, Chalice and Dragon Starry Forms. You can expend a use of Wild Shape to use these. The Archer form can cast Luminous Arrow as a Bonus Action, the Chalice form grants Chalice Healing, and the Dragon form can cast Dazzling Breath and turns any number rolled on a concentration Saving Throw of 9 or lower as a 10.
Star Map (2): Grants the ability to cast Guiding Bolt without using a spell slot.
Circle Spells: Guiding Bolt.
5Star Map (3): Grants 1 extra Star Map.
6Cosmic Omen: Choose to increase or decrease Attack Rolls, Saving Throws and Ability Checks once per Long Rest.
Cosmic Omen (3): Grants the ability to cast Cosmic Omen.
9Star Map (4): Grants 1 additional Star Map use.
Cosmic Omen (4): Grants 1 additional Cosmic Omen.
10Twinkling Constellations: Improves the quality of Starry Forms. The Archer and Chalice abilities are increased by 1d8 and the Dragon form gains the ability to fly 20 ft. Once per turn, you can change forms as a Free Action.

Paladin: Oath of the Crown

Baldur's Gate 3 screenshot of the Oath of the Crown subclass in action.
Image via Larian Studios

Oath of the Crown Paladins must abide by three major rules: law, loyalty and responsibility. Think of them as the ultimate lawful good alignment. They have a mixture of melee prowess and healing abilities. Here are the level perks you can obtain:

Subclass levelSubclass features
1Oath of the Crown Tenets: Paladins in this order but abide by the ideals of law, loyalty and responsibility.
Righteous Clarity: Adds proficiency bonus to attack rolls.
3Champion Challenge: Compels enemies to attack you instead of allies. Any attacks aimed at allies afterwards have Disadvantage.
Turn the Tide: An oath action that heals nearby allies.
Oath Spells: Command, Compelled Duel.
5Oath Spells: Warding Bond, Spiritual Weapon.
7Divine Allegiance: Use your Reaction to take an ally's damage if they are within 5ft of you.
9Oath Spells: Spirit Guardians, Crusader's Mantle.

Fighter: Arcane Archer

Baldur's Gate 3 screenshot of the Arcane Archer subclass in action.
Image via Larian Studios

The Arcane Archer uses archery-themed Combat Manoeuvres. The magic arrows that they use range in effect, with some applying elemental status effects and others blinding or even banishing foes. With a Fighter’s ability to use extra attacks, this subclass has great potential. Here are the features you can expect to unlock as you level up in this subclass:

Subclass levelSubclass features
3Gain proficiency in Nature and Arcana.
Cantrips: Guidance, Light, True Strike.
Arcane Arrows (4): Use these to fire Arcane Shots.
Arcane Shots (3): Choose three out of a possible 8 different Arcane Shots. These are arrows that apply different effects to enemies on a hit.
7Curving Shot: If you miss a shot, use a Bonus Action to redirect the attack to someone else.
Magic Arrow: All ranged attacks become magical.
Arcane Arrows (5): Gain an additional Arcane Shot use.
Arcane Shots (4): Gain an additional Arcane Shot type.
10Arcane Arrows (6): Gain an additional Arcane Shot use.
Arcane Shots (5): Gain an additional Arcane Shot type.

Monk: Drunken Master

Baldur's Gate 3 screenshot of the Way of the Drunken Master subclass in action.
Image via Larian Studios

The Drunken Master Monk has the potential to make foes Drunk with hits and gain Advantage against them in the process. They can also sober them up and subsequently deal added damage. They also negate any negative side effects from being Drunk and, instead, have the potential to replenish Ki points from alcohol. If this subclass sounds both powerful and amusing, here are the features you can obtain at certain levels:

Subclass levelSubclass features
3Cheeky Tipple: You are now immune to the negative side effects of being Drunk. When you drink, regain half your Ki Points rounded down (once per day).
Drunken Performance: Gain proficiency in Performance.
Drunken Technique: Gain an additional 10ft of movement and the Disengage action after punching an enemy twice.
4Intoxicating Strike: Hit a creature with your fists for a chance to get them Drunk.
6Leap to your Feet: Use half the amount of movement to get to your feet after being knocked Prone.
Redirect Attack: When an enemy misses their Attack, use a Ki Point as a Reaction to make them attack someone else.
7Life of the Party: Increase to AC and Attack Rolls against Drunk targets when Intoxicating Strike hits.
9Sobering Realization: You can hit a Drunk enemy to sober them up. They'll take extra Psychic damage.
11Drunkard's Luck: You can use 2 Ki Points to cancel out Disadvantage on any Attack Rolls, Ability Checks or Saving Throws.

Ranger: Swarmkeeper

Baldur's Gate 3 screenshot of the Swarmkeeper Ranger subclass in action.
Image via Larian Studios

The main ability of the Swarmkeeper Ranger is the power to summon a swarm of bees, jellyfish or moths to deal damage to your enemies. The type of damage they deliver depends on the swarm type that you choose. These Rangers also get the following subclass features depending on level:

Subclass levelSubclass features
3Prey's Scent: Your summoned swarm deals additional damage to enemies with a Hunter's Mark.
Gathered Swarm: Summon a swarm of bees, jellyfish or moths.
Bees can deal additional Piercing damage, push enemies away or teleport the player.
The jellyfish can deal additional Lightning damage, Shock enemies or teleport the player.
Moths can deal additional Psychic damage, Blind enemies or teleport the player.
Subclass Spells: Mage Hand, Faerie Fire.
5Subclass Spells: Web.
7Writhing Currents (3): Grants charges of Writhing Tide and replenishes after a Long Rest.
Writhing Tide: Gain the ability to fly (30 ft) and avoid surface effects.
9Writhing Currents (4): Grants an additional charge of Writhing Tide.
Subclass Spells: Gaseous Form.
11Mighty Swarm: Increases the swarm's damage by 1d8 and the player's AC when teleported.

Rogue: Swashbuckler

Baldur's Gate 3 screenshot of Astarion.
Image by Destructoid

The Swashbuckler Rogue is essentially as close to a pirate as you can get in Baldur’s Gate 3. This subclass allows you to use different dirty tricks in order to gain advantage against an opponent. It has a fantastic bonus action economy and grants the following features:

Subclass levelSubclass features
3Fancy Footwork: Enemies hit with a melee attack cannot make an Attack of Opportunity against you for the rest of your turn.
Rakish Audacity: Grants +2 to Initiative rolls. Sneak Attacks no longer require Advantage, you just need to be within 5ft of your enemy and without Disadvantage.
4Dirty Tricks: Grants Flick 'o the Wrist, Sand Toss and Vicious Mockery as Class Actions.
Flick 'o the Wrist gives you the chance to disarm enemies.
Sand Toss can potentially Blind foes.
Vicious Mockery is a Cantrip that can grant you Advantage on your next attack.
9Panache: Caster rolls a Persuasion check. If the target fails an Insight check they become Charmed and get Disadvantage on all Attack Rolls and cannot take Attacks of Opportunity.

Sorcerer: Shadow Magic

Baldur's Gate 3 screenshot of the Tav surrounded by shadow.
Image by Destructoid

The Shadow Magic Sorcerer excels at spells that blind enemies, have superior darkvision and can even use shadows to teleport themselves at higher levels. This subclass also grants a perk called ‘Strength of the Grave’ that operates in the same manner as ‘Relentless Endurance’ does for half-orcs (enables the character to drop to 1 HP instead of being Downed). This makes this subclass an instant option for anyone attempting an Honor Mode run. Here are all the traits available as a Shadow Magic Sorcerer:

Subclass levelSubclass features
1Eyes of the Dark: Grants 80 ft of Darkvision.
Strength of the Grave: If you get to 0 Hit Points, instead of being Downed, you'll be put on 1 HP.
3Level 2 spell: Darkness.
6Hound of Ill Omen: Summon a Shadow Mastiff to fight alongside you once per Short Rest.
11Shadow Walk: Teleports the caster into shadows. The next spell they use will be granted the Distant Spell Metamagic perk to increase its range.

Warlock: Hexblade

Baldur's Gate 3 screenshot of Wyll performing the Vampiric Touch spell.
Image by Destructoid

The main draw of a Hexblade Warlock is their ability to curse enemies (which reduces the Critical Hit requirement from 20 to 19) and their ability to bond with pact weapons. This transforms ordinary weaponry into magical weapons and gives them certain buffs. The Hexblade can also raise dead and has a healthy mixture of defensive and offensive spells. Here is a list of all the perks you can get with this subclass:

Subclass levelSubclass features
1Hex Warrior: Grants proficiency with Medium Armor, Shields and Martial Weapons. You can use your Charisma Modifier when attacking with weapons you're proficient with.
Bind Hexed Weapon: Damage from your main weapon becomes magical, cannot be thrown or dropped, and has a chance to inflict Hexblade's Curse.
Hexblade's Curse: Curse an enemy to gain added damage equal to your Proficiency bonus. Critical Hit requirements are reduced by one and if the enemy dies whilst cursed, you heal Hit Points equal to your Warlock level + Charisma Modifier.
1st level spells: Shield, Wrathful Smite.
32nd level spells: Blur, Branding Smite.
5Extra Attack: Gain an additional attack after an unarmed or melee attack.
3rd Level spells: Blink, Elemental Weapon.
6Accursed Spectre: Reanimate a corpse killed by yourself and command it to fight for you.
74th level spells: Phantasmal Killer, Staggering Smite, Dominate Beast, Greater Invisibility.
95th level spells: Banishing Smite, Cone of Cold.
10Armor of Hexes: As a reaction, attempt to cancel the attack of someone afflicted with Hexblade's Curse. You have a 50% chance of doing so.

Wizard: Bladesinging

Baldur's Gate 3 screenshot of Gale performing magic.
Image by Destructoid

The Bladesinging Wizard is a fantastic option if you want to tank out your Wizard into something slightly melee-focused and more durable (compared to other Wizards, at least). This subclass grants added AC, proficiencies and even an extra attack. See below for all other Bladesinging subclass features:

Subclass levelSubclass features
2Bladesong Power (2): These are charges used to cast Bladesong that can be replenished on a Long Rest.
Bladesong: Add your proficiency bonus to your AC and Constitution. Movement speed is increased by 10 ft and you gain Advantage in Acrobatics checks.
Training in War and Song: Gain proficiency with Light Armor, Performance, Daggers, Sickles, Shortswords, Rapiers, Scimitars and Longswords.
5Bladesong Power (3): Grants an additional use of Bladesong.
6Extra Attack: Gain an additional attack after an unarmed or melee attack.
9Bladesong Power (4): Grants an additional use of Bladesong.
10Song of Defence: Spend a spell slot to negate damage taken when performing Bladesong.

That rounds up our guide to all patch 8 Baldur's Gate 3 subclasses. For more Baldur's Gate 3 tips and tricks, check out our guides to the best Shadowheart build, Wyll build, Lae'zel build, Astarion build and Karlach build.

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