Sourcemined
Baldur's Gate 3
Verified on build 25605617Inferred, not yet checked in gameTool

Build planner

Pick a race, a class for each level, your point buy, feats and gear. Hit points, armour class, saving throws, spell slots and damage per turn update as you go, and the whole build lives in the link.

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How this works

Classes, subclasses and races are the game's progression tables level by level: the features, choices, feats and spell slots each level grants. Taking a class after your first uses its multiclass row instead of its level 1, which gives fewer proficiencies and no saving throws. Hit points are your first class's level 1 hit points, then each later class's per-level hit points, plus your Constitution modifier at every level; Tough and Gold Dwarf add theirs.

Armour class is the armour's own value plus the modifier its stats name (Dexterity), up to the cap its stats set: medium armour stops at +2 (+3 with Medium Armour Master), heavy armour adds none. Without armour it's 10 + Dexterity, or Unarmoured Defence and similar formulas when they're higher. Shields and items add their bonus. Effects that only apply in some situations are listed under the sheet but left out of the totals.

One spellcasting class uses its own slot table. With two or more classes the game uses its multiclass slot table at your caster level: full casters count every level, Paladins and Rangers half, Eldritch Knights and Arcane Tricksters 0.34, rounded down. Warlock Pact Magic slots are separate. Spell save DC is 8 + proficiency + your spellcasting modifier.

Damage per turn is the average over the d20: an attack hits when d20 + proficiency + ability modifier + bonuses reaches the target's armour class, a natural 1 misses, a natural 20 (19 for a Champion) is a critical hit that rolls the damage dice twice. Extra Attack doesn't stack between classes. More in the methodology.