Baldur's Gate 3 classes: What Most People Get Wrong

Baldur's Gate 3 classes: What Most People Get Wrong

You're standing at the character creator, looking at twelve icons. It’s overwhelming. Your instinct says pick the one that looks coolest, but in a game where a single dialogue choice can lead to a genocide or a wedding, that choice carries weight. Honestly, most players focus way too much on "damage per second" and completely ignore how a class feels to actually live in for eighty hours.

Baldur's Gate 3 classes aren't just combat skins; they are your social identity in Faerûn.

The Charisma Trap

Everyone tells you to play a Paladin or a Bard. Why? Because Charisma is king in the dialogue screens. If you can't talk your way out of a wet paper bag, you’re going to be reloading saves every time a guard catches you pocketing a silver cup.

👉 See also: God of War 2 PS5: Is It Actually Coming or Just a PS2 Fever Dream?

The Bard is basically the "Main Character" of the game. You get unique dialogue options that are usually hilarious, and you can play a lute to distract a whole tavern while your rogue friend cleans them out. But here’s the thing—Bards aren't just musicians. The College of Swords subclass turns you into a whirlwind of steel. You’re basically Errol Flynn with magical backup. It's arguably the most versatile way to play the game, but it requires you to actually manage your resources. You can't just spam "Attack" and hope for the best.

Paladins are the opposite. They are the heavy hitters. You swear an oath, and as long as you don't kill an innocent person or kick a squirrel, you get to use Divine Smite. It’s the most satisfying sound in the game—that crunch of holy energy when you land a critical hit. Just be warned: breaking your oath is easy. One "wrong" choice and suddenly a spooky knight shows up in your camp telling you that you’ve messed up.

Why the "Boring" Classes Are Actually Better

Fighters get a bad rap. People call them "Basic" or "The Vanilla Option."
They're wrong.
Lae'zel is a Fighter for a reason. At level 11, Fighters get a third attack. Most classes only get two. This means with Action Surge, a Fighter can swing a giant sword six times in one turn. If you have a Haste spell on you? That’s nine attacks. You can literally delete a boss before they even get to move.

The Battle Master subclass adds maneuvers like Tripping Attack or Disarming Attack. It's tactical. It’s reliable.
It just works.

Then there’s the Barbarian. If you’re having a bad day, play a Berserker. There is a specific joy in picking up a goblin and throwing him at another goblin. It’s not just about hitting hard; it’s about the sheer chaos of the "Enraged Throw" mechanic. You don’t need a complex strategy when you have 150 health and resistance to almost all physical damage.

The Spellcaster Dilemma

Wizards and Sorcerers look similar on paper. They both wear bathrobes and die if a stiff breeze hits them. But the playstyle is night and day.

Wizards are the librarians. You can learn almost every spell in the game if you find the right scrolls. If you’re a Divination Wizard, you get "Portent" dice, which basically lets you tell the game, "No, that enemy actually missed." It’s the ultimate power trip.

Sorcerers, however, have Metamagic.
You don’t have many spells, but you can manipulate the ones you do have. Want to cast Fireball twice in one turn? Quickened Spell. Want to hit two people with a single-target spell? Twinned Spell.
It's about quality over quantity.

A Quick Reality Check on Rogues

I love Astarion, but pure Rogues are kind of weak in the late game. They don’t get an Extra Attack.
To make a Rogue work, you almost have to multiclass. Three levels in Rogue for the Thief subclass (which gives you an extra bonus action) and then five levels in Ranger or Fighter? Now you’re a god. But a level 12 Rogue standing next to a level 12 Paladin usually feels like they’re bringing a toothpick to a nuclear silo.

The Weird Stuff That Actually Works

Don't sleep on the Druid. Most people ignore it because "talking to plants" sounds boring. Then you turn into an Owlbear and jump off a cliff to crush an enemy for 800 damage. The Circle of the Moon Druid is arguably the best "tank" because you have separate health bars for your human form and your animal forms. When your bear dies, you just turn back into a person with full health.

Monks were "meh" in early versions of the game, but in the final release? They are terrifying. An Open Hand Monk with the Tavern Brawler feat is broken. You’ll be punching people four or five times a turn, stunning them, and knocking them prone. It’s the most "anime" the game gets.

Multiclassing: Don't Do It (Until You Do)

If this is your first time playing, don't multiclass. You’ll probably just end up with a character that’s bad at two things instead of good at one. Most classes get their biggest power spikes at level 5 (Extra Attack or Level 3 spells). If you split your levels 3/2, you’ll be struggling while your enemies get tougher.

📖 Related: Finding the Ship in a Bottle in Infinity Nikki: What Most Players Get Wrong

However, once you understand the rhythm, some combos are legendary:

  • The Sorlock: Sorcerer and Warlock. You use Warlock spell slots (which recharge on a short rest) to fuel your Sorcery Points. It’s an infinite mana machine.
  • The Gloomstalker Assassin: Ranger and Rogue. You end fights on the very first turn. If you don't kill them in round one, you're in trouble, but usually, there's nobody left to fight.
  • The Tempest Cleric/Storm Sorcerer: You become a literal god of lightning. You can maximize your lightning damage to hit for the absolute highest possible number every time.

How to Actually Choose

Stop looking at tier lists. Every single class in this game can beat the hardest difficulty (Honour Mode) if you know what you’re doing.

Think about your party. If you really want Astarion, Shadowheart, and Gale in your squad, don't play a Wizard. You’ll have no front line. You’ll get flattened. If you want to be the hero who leads the charge, pick a Paladin or Fighter. If you want to be the weirdo who talks to every pigeon in the city, go Druid or Ranger.

🔗 Read more: Why Fire Emblem Sacred Stones is Still the Best Entry Point for the Series

Your Next Steps

  1. Check your party balance: Ensure you have someone to pick locks (Dexterity), someone to talk (Charisma), and someone to take hits (Strength/Constitution).
  2. Respect the Respec: You can change your class at any time by talking to Withers in your camp for a measly 100 gold. Don't stress the initial choice.
  3. Look at the Level 11/12 features: Some classes like Fighter or Cleric get massive boosts at the very end, while others are better off stopping at level 3 to multiclass.

Go talk to the Strange Ox. See where it takes you.