The action economy
Each turn every character gets one of each resource below. Winning in BG3 is mostly about spending all of them, every turn, on every character.
| Resource | Typical uses | Tip |
|---|---|---|
| Action | Attack, cast a spell, Dash, Help, Hide, Dip, throw | Extra Attack (level 5 martials) gives two attacks per Action. |
| Bonus Action | Shove, Jump, drink a potion, off-hand attack, many class features | Drinking a potion is a bonus action — throwing one at an ally is an Action but works on downed allies. |
| Movement | Walking, climbing, jumping distance | Jump costs movement and a bonus action but ignores difficult terrain and avoids opportunity attacks if you jump away. |
| Reaction | Opportunity attacks, Shield, Counterspell, Hellish Rebuke, Riposte | Set reaction prompts in the character's Reactions tab so you aren't asked every time. |
Rule of thumb
If a character ends their turn with an unused bonus action, ask whether they could have Shoved, Jumped to high ground, drunk a potion, or used a class bonus action (Cunning Action, Healing Word, Misty Step, Flurry of Blows, Bardic Inspiration).
Hitting things: advantage, high ground and bonuses
- Advantage rolls two d20s and keeps the higher (roughly +4 to +5 on average). Sources: attacking from stealth, attacking prone/blinded/restrained targets, Faerie Fire, Reckless Attack, Guiding Bolt, being unseen.
- Disadvantage keeps the lower roll. Causes: ranged attacks while an enemy is next to you, attacking in darkness without Darkvision, being poisoned, frightened or prone, heavy obscurement.
- High ground gives +2 to ranged attack rolls; low ground gives −2. Archers and casters should always be up high.
- Advantage and disadvantage cancel out. Several sources of either still only count once.
- Critical hits on a natural 20 double your damage dice. Champion, Hexblade and some items expand the crit range to 19 or 18.
Surfaces, elements and the environment
The environment is a weapon. Many of the best guides rank environmental play as the single biggest skill jump for new players.
| Surface | Effect | Combo |
|---|---|---|
| Water | Applies Wet: vulnerable to lightning and cold, resistant to fire | Create Water → Lightning spell for double damage on everyone wet. |
| Grease / Oil | Difficult terrain, chance to fall prone | Ignite for a large fire surface. Explosive barrels do the same. |
| Ice | Characters can slip and fall prone | Prone enemies give melee attackers advantage. |
| Fire | Burning damage each turn | Water or Create Water puts it out. |
| Web | Restrained / Enwebbed | Webs are flammable — burn them to damage and free targets. |
| Darkness / Fog | Heavily obscured: blinds those inside | Devil's Sight lets warlocks see in magical Darkness and shoot with advantage. |
- Shove enemies off ledges, into chasms or into lava. Falling damage scales with distance, and enemies pushed off the map die instantly.
- Throw is an Action that uses Strength: heavy objects, potions and even other creatures can be thrown.
- Dip (bonus action) coats your weapon in a nearby fire surface or candle for extra 1d4 fire damage.
- Destroy wooden scaffolding, chandeliers and walls to drop things on enemies.
Stealth, surprise and ambushes
- Enemies have vision cones (toggle with Shift on PC). Stay out of red cones while Hidden.
- Attacking from stealth starts combat with Surprise for enemies that fail their Perception check — they lose their first turn.
- The "pre-buff and ambush" opener: hide the whole party, move everyone into position in turn-based mode (Space on PC), cast buffs, then open with your biggest attack.
- Characters out of combat can still act in real time while others fight. Use this to reposition or rescue allies.
- Pickpocketing and lockpicking are skill checks — save first. Getting caught can make whole areas hostile.
Resting and camp supplies
- Short rest: two per long rest. Restores half of each character's HP and many class resources (Warlock slots, Action Surge, Ki, Channel Divinity).
- Long rest: costs 40 camp supplies (80 on Tactician and Honour). Fully restores HP, spell slots and abilities.
- Partial rest: without enough supplies you still restore half HP and half spell slots.
- Story fires in camp. Approval scenes, romances, and many companion quests only advance during long rests. Don't skip them on a first run.
- Timed content is rare but real: freeing Halsin and the Grove arc, Act 2 Moonrise prisoners, and several Act 3 quests can fail if you rest too much at the wrong moment. The game usually signals urgency in dialogue.
Ability checks, saving throws and Inspiration
- Dialogue checks roll a d20 + modifier vs a DC. Natural 20 always succeeds; natural 1 always fails.
- Guidance (Cleric/Druid cantrip) adds 1d4 to ability checks — keep a caster with it in your party for dialogue.
- Inspiration is earned by acting in character for your background; spend it to reroll a failed check. You can hold up to 4 (it caps out, so spend it).
- Saving throws resist spells and effects. Proficiency comes from your first class only — another reason multiclass order matters.
- Swap the talker: In party chat, any character can initiate dialogue. Use your highest-Charisma character for Persuasion and Deception.
Concentration
Many of the strongest spells (Bless, Hold Person, Haste, Spirit Guardians, Hunger of Hadar, Hex) require Concentration. You can maintain only one at a time, and taking damage forces a Constitution save to keep it.
- War Caster feat or Resilient (Constitution) make concentration far more reliable.
- Haste is the best and most dangerous: if concentration breaks, the target is Lethargic and loses a turn.
- Spread concentration spells across characters rather than stacking them on one caster.
Multiclassing essentials
- You need 13 in the primary stat of each class to multiclass in tabletop; in BG3 there are no stat requirements.
- Your first class determines saving throw proficiencies and some armour/weapon proficiencies. Starting Fighter/Paladin gives heavy armour; starting Sorcerer gives Constitution saves.
- Spell slots combine across full casters (and half-casters at half rate). Warlock Pact slots stay separate but refresh on short rest.
- Extra Attack doesn't stack. Taking level 5 in two martial classes is wasted.
- Max level is 12. Feats arrive at class levels 4, 8, 12 (Fighters also at 6, Rogues at 10).
Systems the game doesn't explain
- Karmic Dice (on by default) reduces long streaks of bad or good rolls. Turn it off for true randomness.
- Illithid powers: Consuming tadpoles unlocks strong abilities like Cull the Weak and Displacer Beast's Displacement. They have story implications — companions such as Lae'zel and Karlach react differently, and consuming the Astral-Touched tadpole permanently changes your character's appearance and options in the finale.
- Elixirs last until long rest and stack with potions. Elixirs of Hill or Cloud Giant Strength set Strength to 21 or 27 — huge for throwers and melee.
- Hirelings (Withers, Act 1) are recruitable mercenaries if you want a different party composition.
- Dropping concentration to recast is free — right-click the concentration icon.
- No free hand needed for spells. Unlike tabletop, you can cast with a weapon and shield equipped, so sword-and-board casters lose nothing.