baldursgate
BG1&2BG3

Classes define a creature's role and profession. There are four groups of classes: warrior, priest, rogue and mage. Classes in each group, with a few exceptions, follow the same basic rules and have access to similar high-level class ability pool.

A creature's class affects nearly all aspects of the rules: the weapons and armor they may use, whether they may cast spells, and which spell books they use. The class also grants the creature special abilities, passive effects, and defines which benefits they gain with level advances.

Some classes have strict requirements and are available only to creatures of particular races or alignments, but all have minimums in certain ability scores. Many characteristics of classes are further altered by kits which are modified versions of the basic classes.

Note: Innate abilities of multi and dual-classed characters are cast at the average of their class levels, rounded up.

Class group

Group Class Overview
Warrior Fighter Masters of combat, able to use the widest range of weapons and armor. Very limited access to magic (though rangers and paladins can cast priest HLA spells); most classes have only a few special abilities. Restricted wand use. High hit points.
Ranger
Paladin
Barbarian*
Priest Cleric Cast divine spells (except monks), learn new spells by levels (except monks), reasonable to good combat capability, can heal. Restricted access to armor (except Cleric) and weapons. Medium-high hit points.
Druid
Monk*
Shaman
Wizard Mage Cast arcane spells, learn new spells by scribing scrolls (except sorcerers), very limited in combat, few weapon choices, and may only wear cloth. Low hit points.
Specialist Mage
Wild Mage*
Sorcerer*
Rogue Thief Reasonable combat capability and weapon selection, but limited to light armors. Access to thieving skills. Thieves backstab enemies for additional damage. Bards have limited access to arcane spells. Medium-low hit points.
Bard
* From Baldur's Gate II: Shadows of Amn onward; brought into Baldur's Gate I with the Enhanced Edition
† Only in Enhanced Editions

Kits

See also: Category:Kits
After picking a single class in Baldur's Gate II and Enhanced Editions of the games, you can choose a class kit. Class kits modify the base class by adding bonuses, replacing special abilities, and balancing these with penalties. Some class kits have restrictions that differ from those of the base class.

Mage specializations are treated as mage kits from Baldur's Gate II, Barbarians are treated as a fighter kit in Enhanced Editions. The following table only reflects the state after EE version 2.0.

Base Class Kit Overview
Fighter Berserker May use Enrage to increase fighting prowess but suffers fatigue afterwards. Can't become specialized in ranged weapons.
Wizard Slayer Makes spell failure more likely for mage enemies, and has magic resistance. Can't use many magical items.
Kensai Focuses on damage increment, may not wear armor or use any ranged weapons except thrown. Can use Kai.
Dwarven Defender Dwarf-only warrior with better defense abilities, but less skilled in weapons.
Barbarian Trade armor restrictions with natural resistances, can use Barbarian Rage. Can only become up to specialized in any weapon.
Ranger Archer Expert marksman. Gain damage bonuses with missile weapons and the Called Shot ability. Can't wear metal armor.
Stalker Scouts and spies who gain some thief skills and cast a few arcane spells, but are restricted to light armor.
Beast Master Summon animals to fight alongside them. Can't use metal weapons or armor.
Paladin Cavalier Classic knight in armor. Gains advantages against demons and dragons, and some immunities. Can't use ranged weapons except thrown.
Inquisitor A hunter of evil mystics. Can Dispel Magic and cast True Sight, has some immunities. Loses Turning, Lay On Hands and all Priest spells.
Undead Hunter Augments to battle the undead, have some immunities. Cannot Lay On Hands.
Blackguard Anti-paladin who has fallen to evil. Has evil versions of paladin abilities - Absorb Health instead of Lay On Hands. May Poison Weapon, has unique Aura of Despair.
Cleric Priest of Talos Serves the evil god of storms. May cast Lightning Bolt and Storm Shield, has alignment restrictions.
Priest of Helm Serves the neutral god of watchers. May cast True Sight and Seeking Sword, has alignment restrictions.
Priest of Lathander Serves the good god of renewal. May cast Hold Undead and Boon of Lathander, has alignment restrictions.
Priest of Tyr Serves the lawful good god of Tyr. May cast Exaltation and Divine Favor, has alignment restrictions.
Priest of Tempus Serves the neutral god of battles. May cast Holy Power and Chaos of Battle, has alignment restrictions.
Druid Totemic Druid Gives up shapeshifting to summon spirit animals.
Shapeshifter Gives up normal shapeshifting for lycanthropy.
Avenger Additional shapeshifting options, access to some mage spells. Strength and constitution penalties, cannot wear armor heavier than leather.
Mage Specialist Mage One extra slot per spell level. Gain saving throws advantages of chosen school, give up access to opposing school spells.
Wild Mage One extra slot per spell level. Three unique spells, but may Wild Surge with uncontrollable effects, caster level varies in 5 scale range.
Thief Assassin Increased backstab damage, can Poison Weapon. Gets fewer thief skill points.
Bounty Hunter Set Traps skill bonus, may Set Special Snare. Gets fewer thief skill points.
Swashbuckler To-hit and armor class bonuses, can specialize in thief weapons and two-weapon style. Cannot Backstab.
Shadowdancer Hide In Plain Sight, Shadowstep special ability, saving throw bonus, but Backstab is diminished, gets fewer thief skill points. Cannot be lawful.
Bard Blade Specializes in Two-Weapon Fighting, use Offensive Spin and Defensive Spin. Has reduced Lore and Pick Pockets skills.
Jester Song can confuse, slow or knock out enemies instead of helping allies.
Skald Modified song improves combat prowess of party. Limited ability to pick pockets.
Sorcerer Sorcerer Base Class. Similar to the Mage, but does not have to prepare spells in advance. The downside is that the array of spells is limited, and cannot scribe scrolls to spellbook.
Dragon Disciple Can Breath Weapon, gain fire resistances and defense bonuses. Learn and cast fewer spells.
Monk Dark Moon Monk Followers of the dark goddess Shar. Replaces some monk abilities with arcane magic. Can Detect Illusion.
Sun Soul Monk Lawful followers of good gods. Replaces some monk abilities with access to sun soul abilities.
Shaman Shaman No kit, base class. Use Druid spell pool, learn new spells by level, summon spirit allies.

Race restrictions

The following table lists which classes are available to which races. Generally if a class is available to a race, then all its kits are also available, with exceptions noted under the table. Humans can select all (single) classes and kits except for the fighter kit Dwarven Defender.

Human Half-elf Elf Dwarf Halfling Gnome Half-orc
Fighter o o o o* o o o
Ranger o o o
Paladin o
Cleric o o o o o o o
Druid o o
Mage† o o o o
Thief o o o o o o o
Bard o o
Sorcerer o o o
Monk o
Shaman o o o

* Only dwarves can choose the Dwarven Defender fighter kit. All other fighter kits are available to all races.

Specialist Mage kit availability differs by race. Gnomes are automatically Illusionists and can neither be unkitted mages nor Wild Mages.

Multi-class

Non-human races may choose to multi-class at character creation, advancing in two or three unkitted classes simultaneously. Multi-class creatures gain the advantages and abide by the limitations of every class in the combination. They divide their experience points among their classes, so they progress in levels more slowly than single class creatures. Any XP gained are stored in total. and the XP values displayed in the character record screen are rounded down after total XP is divided by the number of classes. The rounding down is solely for display purpose, so there’s no actual XP loss. The XP cap applies to the whole character though, and not each class. This means a double multiclass in BG2EE and further will hit the XP cap when both classes reach 4 millions XP, while a triple multiclass will reach the cap at about 2.66 millions XP.

Valid multi-class combinations

Half-elf Elf Dwarf Halfling Gnome* Half-orc
Fighter / Cleric o o [bug] o o
Fighter / Druid o
Fighter / Mage o o o
Fighter / Thief o o o o o o
Cleric / Ranger o
Cleric / Mage o o
Cleric / Thief o o
Mage / Thief o o o
Fighter / Mage / Cleric o
Fighter / Mage / Thief o o

*Gnomes gain levels in Illusionist instead of Mage.

Dual-class

Humans may not MULTI-class, but can instead DUAL-class. They can start dual-classing any time after reaching Level 2 in their initial class, kitted or unkitted. By doing so, they cease to advance in their current class and start to develop a new, unkitted class from its Level 1. Once they have thus dual-classed into a second class, they cannot go back to the first (i.e. they will never be able to gain levels in their starting class). Furthermore, the abilities of the first class become unavailable until the second class reaches one level beyond the level of the first class. A single character may only ever dual-class once, even if the requirements are met for more than one new class.

Any experience from the first class gained after the last accepted level-up is lost after dual-classing. It is not transferred to the second class or gained back once the first class becomes available again.

IMPORTANT: The experience cap in Throne of Bhaal is 8,000,000, and experience points from both the exact XP requirement of the level of the first class and the total XP from the second class count towards this total. Please make sure that there're sufficient points left available to progress high enough in the second class.

Valid dual-class paths and requirements

Current class Class dualed to Min. natural scores & requirements
Fighter (excluding Barbarians) Cleric Strength 15, Wisdom 17
Druid Strength 15, Wisdom 17, Charisma 17, must be True Neutral
Mage Strength 15, Intelligence 17
Thief Strength 15, Dexterity 17, can't be Lawful Good
Ranger Cleric Strength 15, Dexterity 15, Wisdom 17
Cleric Fighter Wisdom 15, Strength 17
Ranger Wisdom 17, Strength 17, Dexterity 17, must be Good
Mage Wisdom 15, Intelligence 17
Thief Wisdom 15, Dexterity 17, can't be Lawful Good
Druid Fighter Wisdom 15, Charisma 15, Strength 17
Mage (excluding Wild Mages) Fighter Intelligence 15, Strength 17
Cleric Intelligence 15, Wisdom 17
Thief Intelligence 15, Dexterity 17, can't be Lawful Good
Thief Fighter Dexterity 15, Strength 17 Dexterity 15, Charisma 15, Strength 17
for Shadowdancer
Cleric Dexterity 15, Wisdom 17 Dexterity 15, Charisma 15, Strength 15,
Wisdom 17 for Shadowdancer
Mage Dexterity 15, Intelligence 17 Dexterity 15, Charisma 15, Strength 15, Intelligence 17 for Shadowdancer


Gameplay

First class Advantages Disadvantages
Low-level
  • Can use the abilities of both classes earlier, since it will take less time for the level of the second class to overtake that of the first class
  • The second class can be levelled up further before hitting the XP cap
  • The first class will be locked at low level state
High-level
  • More powerful abilities (possibly even HLAs) from the first class may be available to the character
  • The second class will level up quickly, due to the faster experience points gain late game
  • Long inactive time for the first class
  • Only able to shine end-game
  • Risk of not being able to regain abilities of the first class if not managed carefully

Notable breakpoints for Fighters:

Notable breakpoints for Druids:

Notable breakpoints for Rangers:

If wanting to backstab with every attack: Assassin (9,13,17,21) to Mage (up to 31,29,27,24), for Poison Weapon with Invisibility or Time Stop and occasionally the ultra powerful combination Mislead followed by Black Blade of Disaster and Tenser's Transformation, is often chosen since Multi-class Mage/Thief can not go above level 20 Mage.

Level 1 Necromancer Specialist Mage (up to level 12) grants bonuses on Slay Living and Finger of Death (priest) without prohibiting any cleric spells. This also grants access to many useful mage spells (including Greater Malison for truly difficult saving throws of any cleric spell) while still allowing 39 levels of cleric.

Bugs

Specialists of none

Due to a bug, class kits other than specialist mages are treated as specialists of the "NONE" school. In the original edition only, they get a +2 bonus to saving throws against spells, abilities and other effects used against them when they belong to the NONE school. Conversely, they inflict a -2 penalty to their opponents' saving throws when trying to affect them with spells, abilities and other effects of the NONE school. On the flip side, as "specialists of none", they receive a -15 learning chance penalty when trying to learn spells from all scrolls. The specialist's +15 bonus to their own school only applies to scribing Summon Cow, the only scroll teaching a spell of the NONE school, unavailable through normal gameplay.

All kitted dual-class characters made through the game's character creation feature are affected by this bug. Some unkitted companions are also affected, being inappropriately configured by developers: Anomen, Imoen in Baldur's Gate II, Mazzy, Sarevok, etc. Many unkitted NPCs and enemies are specialists of none as well.

Effects that belong to the NONE school include:

In Enhanced Editions, kit values other than TRUECLASS and the 8 specialist mages are still seen as specialists of none, and companions, NPCs and enemies are still misconfigured, but all of this only affects chances to learn from spell scrolls. Saving throw concerns do not apply.

See also

Trivia

Archived content

Restrictions on the choice of second class when dual-classing:

HP will be locked at the value it was at when you choose to dual class until you regain use of your first class. After that you will gain additional HP according to your second class. Ex: a level 9 fighter with constitution of 18 has 126 HP dualed into mage; even at fighter (lv9) > mage (lv9) s/he still has 126 HP; but once s/he reaches fighter (lv9) > mage (lv10), the HP goes to 132 and the character starts to gain HP as a mage now. As Warrior class group gains most HP at low levels than any other class groups, they're generally recommended to be taken first for a greater HP sum.

References

  1. "Generally, a ranger/druid combination is not possible, due to the conflicting alignments of the classes. However, campaign conditions may allow their creation, should the players and DM decide that they wish to experiment with them." - The Complete Ranger's Handbook
  2. "Druid/Mage and Druid/Fighter/Mage. The core AD&D rules permit the druid/mage and druid/fighter/mage. While these combinations exist, they remain rare and require the DM's permission. They cannot wear armor or use shields, and must limit their weapons to those permitted to druids" - The Complete Druid's Handbook, page 20
  3. Half-elf Fighter/Cleric* Fighter/Thief Fighter/Mage Cleric/Ranger Cleric*/Mage Thief/Mage Fighter/Mage/Cleric* Fighter/Mage/Thief
    • or druid
    -Baldur's Gate II:Shadows of Amn Game Manual, page 235

Mod content

Barbarians and Wild Mages can dual-class by installing the Tweaks Anthology mod.