Fighter - Baldur's Gate III Guide - IGN (2024)

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Fighter is a playable class in Baldur’s Gate 3. This guide will provide an overview of this combative class, including Fighter subclass options, class features, and class actions in BG3.

“Fighters have mastered the art of combat, wielding weapons with unmatched skill and wearing armour like a second skin.”

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Fighter Class Features

Class features are benefits to your character. As a Fighter, you gain the following class features:

  • Second Wind: Draw on your stamina to heal yourself.

Fighting Style

Adopt a particular style of fighting as your specialty. Choose one of the following:

Fighting StyleDescription
ArcheryYou gain a +2 bonus to Ranged Weapon Attacks.
DefenceYou gain a +1 bonus to Armour Class while wearing armour.
DuellingWhen you are wielding a melee weapon in one hand and no weapon in the other hand, you gain a +2 bonus to damage rolls with that weapon, increasing your chance to do heavy damage.
Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack with a Two-Handed melee weapon, that die is rerolled once.
ProtectionWhen you have a shield, impose Disadvantage on an enemy who attacks one of your allies when you are within 1.5m. You must be able to see the enemy.
Two-Weapon FightingWhen you make an offhand attack, you can add your Ability Score Modifier to the damage of the attack.

Fighter Proficiencies

Weapon and armour proficiencies do not impose disadvantage on Attack rolls or prevent the casting of spells.

Fighters are proficient with the following Weapons:

  • Simple Weapons
  • Martial Weapons

Fighters are proficient with the following Armour:

  • Light Armour
  • Medium Armour
  • Heavy Armour
  • Shields

Additionally, Fighters may choose two skill proficiencies from the list below. You cannot choose a skill that already has proficiency from your Background or Race.

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  • Athletics
  • Acrobatics
  • History
  • Animal Handling
  • Insight
  • Perception
  • Survival
  • Intimidation

Skill proficiency adds a bonus to those skill checks, making you more likely to succeed.

Best Feats for Fighters

The Fighter is a strong choice for anyone that wants ultimate flexibility in combat. The Fighter can equip any weapon and can don any armor. How you outfit the Fighter is entirely up to you, but the following will be the best feats for almost any build you brew up.

Best Feats for Fighters
AlertYou gain a +5 bonus to Initiative and can't be Surprised.
SentinelWhen an enemy within range attacks an ally, you can use a reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat.
You gain Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
ToughYour hit point maximum increases by 2 for every level you have gained.

Fighter Subclasses

At level 3, choose one of the following subclasses:

  • Battle Master
  • Eldritch Knight
  • Champion

Battle Master Features

"Battle Masters are paragons of tactical superiority, combining combat maneuvers and experience in the field to dominate every fight."

In addition to Fighter class features, Battle Master has the following subclass feature:

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  • Superiority Dice: 4: Your Superiority Dice are d8s. You have 4. At Fighter level 10, these dice become d10s. They fuel your Battle Master manoeuvres and are expended upon use. You regain expended Superiority Dice after a Short or Long Rest.

Choose 3 Manoeuvres:

  • Commander’s Strike: Direct an ally to strike a foe. The ally uses a reaction on their next turn to make a weapon attack.
  • Disarming Attack (Melee and Ranged): Spend a superiority die to make an attack that deals an additional 1d8 damage and possibly forces the target to drop the weapons they are holding.
  • Distracting Strike (Melee and Ranged): Distract your target, giving your allies Advantage on their next Attack Roll against the target.
  • Evasive Footwork: You can evade attacks by imposing Disadvantage on melee attacks against you for a round.
  • Feinting Attack: You can use both your action and bonus action on a turn to attack a target with Advantage and deal an additional 1d8 damage.
  • Goading Attack (Melee and Ranged): Deal an additional 1d8 and attempt to goad the target into attackign you. Target receives Disadvantage on attacking any other creature.
  • Manoeuvring Attack (Melee and Ranged): Spend a superiority die to make an attack that deals an additional 1d8 damage. On hit, select which friendly creature will gain half its movement speed. It will not provoke attacks of opportunity.
  • Menacing Attack (Melee and Ranged): Spend a superiority die to make an attack that deals an additional 1d8 damage and possibly Frightens the target.
  • Precision Attack: You can spend a Superiority Die to add it to the result of an Attack Roll.
  • Pushing Attack (Melee and Ranged): Spend a superiority die to make an attack that deals an additional 1d8 damage and possibly pushes the target back 4.5m.
  • Rally: Expend a superiority die to grant an ally 8 temporary hit points, bolstering their resolve.
  • Riposte: When a hostile creature misses you with a melee attack, expend a superiority die to retaliate with a powerful strike that deals an additional 1d8 damage.
  • Sweeping Attack: Swing your weapon in a rapid, sweeping arc to attack multiple enemies at once. Roll your superiority die for damage.
  • Trip Attack (Melee and Ranged): Spend a superiority die to make an attack that deals an additional 1d8 damage and possibly knocks the target Prone. The target must be Large or smaller.
FeatureDescription
Superiority Dice: 4
Battle ManeuversChoose 3 from the following:
Menacing AttackSpend a superiority die to deal Weapon damage + 1d8 and possibly Frighten the target.
Pushing AttackSpend a superiority die to deal Weapon damage + 1d8 and possibly push the target back 4.5m.
RallyExpend a superiority die to bolster the resolve of a friendly creature. It gains an additional 8 temporary hit points.
RiposteWhen a creature misses you with a melee attack, expend a superiority die to retaliate with a powerful attack that deals an additional 1d8 damage.
Trip AttackSpend a superiority die to deal Weapon damage + 1d8 and possibly knock the target Prone.
Disarming AttackSpend a superiority die to deal Weapon damage + 1d8 and potentially force the target to drop the weapons they are holding.

Eldritch Knight Features

"Eldritch Knights study magic to supplement their weaponry, allowing them to overcome resistance from the toughest foes."

In addition to Fighter class features, Eldritch Knight has the following subclass features:

  • Level 1 Spell Slots Unlocked: You gain 2 level 1 spell slots, which are restored on a long rest.
  • Weapon Bond: Ritually bind the weapon in your main hand. The weapon can’t be knocked out of your hand, and it automatically returns to you when Thrown.

Choose two of the following Cantrips:

CantripDescription
Acid SplashThrow a bubble of acid that damages each creature it hits.
Bone ChillPrevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls.
Fire BoltHurl a mote of fire.
Poison SprayProject a puff of noxious gas.
Ray of FrostReduces the target’s movement speed by 3m.
Shocking GraspThe target cannot use reactions. This spell has Advantage on creatures with metal armour.
Blade WardTake only half the damage from Bludgeoning, Piercing, and Slashing attacks.
FriendsGain Advantage on Charisma Checks against a non-hostile creature.
  • This spell can be cast while you are Silenced.
Dancing LightsIlluminate a 9m radius.
LightInfuse an object with an aura of light.
Mage HandCreate a spectral hand that can manipulate and interact with objects.
Minor IllusionCreate an illusion that compels nearby creatures to investigate. You can remain hidden while casting this spell.
  • This spell can be cast while you are Silenced.
True StrikeGain Advantage on your next Attack Roll.

Choose two of the following Spells:

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SpellDescription
Burning HandsEach flammable target is hit with 3-18 Fire damage.
Chromatic OrbHurl a sphere that deals 3-24 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage.
Magic MissileShoot 3 magical darts, each dealing 2-5 Force damage. They always hit their target.
Mage ArmourProtect a target from attacks: increase its Armour Class to 13 + its Dexterity modifier.
Protection from Evil and GoodProtect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
  • The target can't be Charmed, Frightened, or possessed by them, and when these creatures attack it, they have Disadvantage.
ShieldWhen you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile.
ThunderwaveRelease a wave of thunderous force that pushes away all creatures and objects.
Witch BoltLink yourself to a target with a bolt of lightning. Deal an additional 1-12 Lightning damage each turn by activating it.

Finally, add one wizard spell to your spellcasting repertoire from the following:

SpellDescription
Burning HandsEach flammable target is hit with 3-18 Fire damage.
Charm PersonCharm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue.
  • Enemies have Advantage on Saving Throws against being Charmed.
Chromatic OrbHurl a sphere that deals 3-24 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage.
Colour SprayBlind creatures up to a combined 33 hit points.
Disguise SelfMagically change all aspects of your appearance.
Expeditious RetreatGain Dash immediately and as a bonus action on each of your turns until this spell ends.
False LifeGain 7 temporary hit points.
Feather FallYou and nearby allies gain Immunity to Falling damage.
Find FamiliarSummon a familiar, a fey spirit that takes an animal form of your choosing.
Fog CloudThe cloud Blinds and Heavily Obscures creatures within it.
GreaseCover the ground in grease, slowing creatures within and possibly making them fall Prone.
Ice KnifeThrow a shard of ice that deals 1-10 Piercing ndamage. It explodes and deals 2-12 Cold damage to anyone nearby. It leave an ice surface.
  • This spell can be cast while you are Silenced
Enhance LeapTriple a creature’s jumping distance.
LongstriderIncrease a creature’s movement speed by 3m.
Mage ArmourProtect a target from attacks: increase its Armour Class increases to 13 + its Dexterity modifier.
Magic MissileShoot 3 darts, each dealing 2-5 Force damage. They always hit their target.
Protection from Evil and GoodProtect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
  • The target can't be Charmed, Frightened, or possessed by them, and when these creatures attack it, they have Disadvantage.
Ray of SicknessPossibly Poisons the target.
ShieldWhen you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile.
SleepPut creatures into a magical slumber. Select targets up to a combined 24 hit points.
Tasha’s Hideous LaughterLeave a creature Prone with laughter, without the ability to get up.
ThunderwaveRelease a wave of thunderous force that pushes away all creatures and objects.
Witch BoltLink yourself to a target with a bolt of lightning. Deal an additional 1-12 Lightning damage each turn by activating it.

Champion Features

"You approach the complex problems posed by combat with one distinctly effective solution - you hit those problems, really quite hard."

In addition to Fighter class features, Champion has the following subclass feature:

  • Improved Critical Hit: The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.

Up Next: Monk

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Fighter - Baldur's Gate III Guide - IGN (1)

Baldur's Gate III

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