Baldurs Gate 3: Fighter/Warrior - specialisations Baldurs Gate 3 guide, walkthrough
In this chapter of the Baldurs Gate 3 game guide, you will find all the relevant information about the Fighter specialization - one of the many character classes available in the game.
After reaching the third level of experience in Baldurs Gate 3, your hero will be given the option of choosing one of two specializations: Battle Master or Eldritch Knight. Each specialization will quite significantly affect the playing style of the character, so it is worth thinking carefully before making such an important choice.
Battle Master
By choosing a specialization called Battle Master, your Hero will be able to use various battle maneuvers to gain an advantage over his opponent and inflict additional damage. If you want to use a given action you will need to use a special dice called the Superior Dice. You will have three of the four options to choose from.
- Menacing Attack - use a special die to inflict 1d6 3 1d8 piercing damage and possibly frighten a target;
- Pushing Attack - use a special die to inflict 1d6 3 1d8 piercing damage and possibly push the target away by 4.5 meters;
- Rally - use a special die to strengthen the determination of the creature, which will gain an additional 8 health points;
- Riposte - if your opponent misses during an attack, you can use the superiority die to retaliate and inflict 1d6 3 1d8 piercing damage.
You recover all the Superior Dice when you complete a short or longer rest.
Eldritch Knight
By choosing a specialization called Eldritch Knight, you will gain magical knowledge, which will allow you to use many useful spells during combat: tricks, strengthening spells, and even offensive spells.
Since the vast majority of spells that will feature an Eldritch Knight Warrior come from an assortment of Magicians, you will need to invest a few points in intelligence to use them correctly.
![]() | Witch Bolt Effect: the hero summons a beam of energy that causes 1d12 Lightning damage and connects to the target with an electric arc. Range: 18 meters. Concentration: required Additional information: you can activate the arc of lightning in each round to automatically inflict 1d12 electrical injuries. |
![]() | True Strike Effect: detect the target's defensive properties to have an easier time when attacking it. Range: 18 meters. Concentration: required |
![]() | Thunderwave Effect: the hero unleashes a wave of deafening power that causes 2d8 Thunder damage and kickbacks creatures and objects. Range: 5 meters. |
![]() | Sleep Effect: magically put the creatures with a total of 24 health points to sleep. Range: 18 meters. Additional information: sleeping creatures will wake up if injured. |
![]() | Shocking Grasp Effect: lightning fires from your hero's hands, causing 1d8 Lightning damage and prevents the target from reacting. Range: 1.5 meters. |
![]() | Ray of Sickness Effect: the hero summons a beam of toxic energy that inflicts 2d8 Poison damage and can cause the target to be poisoned. Range: 18 meters. |
![]() | Ray Of Frost Effect: the hero summons an icy ray of pale blue light that causes 1d8 Cold damage and reduces the target's speed by 3 metres. Range: 18 meters. |
![]() | Protection from Evil and Good Effect: protect the benevolent being from aberrations, celestial, elementals, fey, fiends, and undead. Range: 1.5 meters. Concentration: required Other information: the attacks of the above creatures against this target are at disadvantage and they cannot charm, frighten or possess it. |
![]() | Poison Spray Effect: project a puff of noxious gas that deals 1d12 Poison. Range: 10 feet. |
![]() | Minor Illusion Effect: create an illusion to distract nearby creatures. Range: 18 meters. Additional information: by casting this spell you can stay hidden. |
![]() | Magic Missile Effect: create three darts of magical force, each dealing 1d4+1 Force to its target. Range: 18 meters. |
![]() | Mage Hand Effect: create a spectral hand that can manipulate and interact with objects. Range: 18 meters. Concentration: required |
![]() | Mage Armour Effect: surround the creature with magical energy to enhance its armor class by 3. Range: 1.5 meters. Requirements: no armor. |
![]() | Longstrider Effect: touch a creature to increase its speed by 10 feet. Range: 1.5 meters. |
![]() | Light Effect: Infuse an object with an aura of light. Range: 1.5 meters. |
![]() | Jump Effect: touch a creature to triple its jumping range. Range: 1.5 meters. |
![]() | Grease Effect: cover the selected area with fat, making it difficult terrain, and the creatures found on it can be knocked down. Range: 18 meters. |
![]() | Friends Effect: enchant a non-hostile creature to gain advantage on Charisma checks against it. Range: 10 meters. Concentration: required |
![]() | Fog Cloud Effect: you create a cloud of thick fog. The beings residing in the area of operation of this spell are Heavily Obscured and Blinded. Range: 18 meters. Concentration: required |
![]() | Fire Bolt Effect: you throw a fireball that causes 1d6 Fire damage and creates a flammable surface. Range: 18 meters. |
![]() | Find Familiar Effect: Gain the service of a familiar, a fey spirit that assumes the role of an animal of your choosing. Range: 18 meters. Additional information: you can summon the following animals - Spider, Crow, Rat, Frog, Crab and Cat. Each has a different skill. |
![]() | Feather Fall Effect: the hero can slow down the falling speed of allied heroes/creatures, resulting in immunity from fall damage. Range: 10 meters. |
![]() | False Life Effect: the hero can use this spell to strengthen himself with the necromantic facsimile of life and gain 5 temporary life points. |
![]() | Expeditionary Retreat Effect: turn Sprint into an extra action allowing the character to move at extraordinary speed. Concentration: required |
![]() | Disguise Self Effect: magically change all aspects of your appearance. |
![]() | Dancing Lights Effect: create wisps of light that illuminate in a 12m radius. Range: 18 meters. Concentration: required |
![]() | Colour Spray Effect: creates a dazzling array of flashing, colored lights that Blind creatures up to a combined 33 hit points. Range: 5 meters. |
![]() | Chill Touch Effect: assail a creature with the chill of the grave. The target receives 1d8 Necrotic and cannot regain hit points. Undead creatures also get disadvantage on attack rolls. Range: 18 meters. |
![]() | Charm Person Effect: Magically charm a humanoid in your field of vision. Range: 18 meters. Additional information: a charmed character can't hurt a character casting the spell. |
![]() | Burning Hands Effect: fire shoots from your outstretched fingers. It ignites anything flammable and deals 3d6 Fire. Range: 5 meters. Additional information: after a successful defensive roll, the target receives only half of the damage. |
![]() | Blade Ward Effect: you gain immunity to Bludgeoning, Piercing, and Slashing injuries caused by weapon attacks. |
![]() | Acid Splash Effect: hurl a bubble of acid that deals 1d6 Acid to each creature it hits. Range: 18 meters, 2 meters blast radius. |