Classes

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.
Warrior	Ranger 	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.
Warrior	Paladin 	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.
Warrior	Barbarian* 	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.
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.
Priest 	Druid 	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.
Priest 	Monk* 	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.
Priest 	Shaman† 	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.
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.
Wizard 	Specialist 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.
Wizard 	Wild 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.
Wizard 	Sorcerer* 	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.
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.
Rogue 	Bard 	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.
:* From Baldur's Gate II: Shadows of Amn onward; brought into Baldur's Gate I with the Enhanced Edition
:† Only in Enhanced Editions
==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.
Fighter 	Wizard Slayer 	Makes spell failure more likely for mage enemies, and has magic resistance. Can't use many magical items.
Fighter 	Kensai 	Focuses on damage increment, may not wear armor or use any ranged weapons except thrown. Can use Kai.
Fighter 	Dwarven Defender 	Dwarf-only warrior with better defense abilities, but less skilled in weapons.
Fighter 	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.
Ranger 	Stalker 	Scouts and spies who gain some thief skills and cast a few arcane spells, but are restricted to light armor.
Ranger 	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.
Paladin 	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.
Paladin 	Undead Hunter 	Augments to battle the undead, have some immunities. Cannot Lay On Hands.
Paladin 	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.
Cleric 	Priest of Helm 	Serves the neutral god of watchers. May cast True Sight and Seeking Sword, has alignment restrictions.
Cleric 	Priest of Lathander	Serves the good god of renewal. May cast Hold Undead and Boon of Lathander, has alignment restrictions.
Cleric 	Priest of Tyr 	Serves the lawful good god of Tyr. May cast Exaltation and Divine Favor, has alignment restrictions.
Cleric 	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.
Druid 	Shapeshifter 	Gives up normal shapeshifting for lycanthropy.
Druid 	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.
Mage 	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.
Thief 	Bounty Hunter 	Set Traps skill bonus, may Set Special Snare. Gets fewer thief skill points.
Thief 	Swashbuckler 	To-hit and armor class bonuses, can specialize in thief weapons and two-weapon style. Cannot Backstab.
Thief 	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.
Bard 	Jester 	Song can confuse, slow or knock out enemies instead of helping allies.
Bard 	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.
Sorcerer 	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.
Monk 	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.
* For information on HP, see Multi-class HP.
* Multi-class characters typically only broaden their repertoire of abilities and equipment. Some equipment restrictions apply as follows:
** Fighters have no restrictions and may only be restricted by limitations imposed by other classes.
** Clerics impose their weapon restriction on other classes, e.g. a cleric/thief may not use bladed weapons, unless the thief earns the high-level ability Use Any Item.
** Mages may equip armor granted by other classes but their arcane spellcasting will be disabled until the armor is removed or unless it's elven chain mail; however, they may equip helmets and shields with no penalty to spellcasting.
** Thieves can equip weapons granted by another class but may only Backstab using native thief weapons, therefore cleric/thieves may only Backstab with clubs and quarter staves; they may also only use most of their Thieving Abilities while wearing Leather, Studded Leather, or Hide armor regardless of armors granted by other classes.
** Druids impose their weapon restrictions on other classes, e.g. a fighter/druid may not equip longswords; however, they do gain the ability to equip metallic armors.
*Lore, Proficiency Points, saving throws, THAC0: Only the best value among all classes will be used. Multi-class fighters may only achieve weapon specialization (2 points), with the exception of two-weapon style.
* A multi-class character gains access to HLAs once the total XP exceeds 3,000,000, and every time he gains a level after that, he may choose to learn any of the HLAs available to all of his classes, regardless of the actual class he has gained the level in. For example, if a Fighter / Cleric levels up his fighter level, he could also select a cleric HLA. Note, however, that most mage HLAs require the character to have at least one level 9 spell slot, which may not be the case when he has first met the XP requirement.
== 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.
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 	Min. natural scores & requirements
Fighter (excluding Barbarians†)	Cleric 	Strength 15, Wisdom 17 	Strength 15, Wisdom 17
Fighter (excluding Barbarians†)	Druid 	Strength 15, Wisdom 17, Charisma 17, must be True Neutral	Strength 15, Wisdom 17, Charisma 17, must be True Neutral
Fighter (excluding Barbarians†)	Mage 	Strength 15, Intelligence 17 	Strength 15, Intelligence 17
Fighter (excluding Barbarians†)	Thief 	Strength 15, Dexterity 17, can't be Lawful Good 	Strength 15, Dexterity 17, can't be Lawful Good
Ranger 	Cleric 	Strength 15, Dexterity 15, Wisdom 17 	Strength 15, Dexterity 15, Wisdom 17
Cleric 	Fighter 	Wisdom 15, Strength 17 	Wisdom 15, Strength 17
Cleric 	Ranger 	Wisdom 17, Strength 17, Dexterity 17, must be Good 	Wisdom 17, Strength 17, Dexterity 17, must be Good
Cleric 	Mage 	Wisdom 15, Intelligence 17 	Wisdom 15, Intelligence 17
Cleric 	Thief 	Wisdom 15, Dexterity 17, can't be Lawful Good 	Wisdom 15, Dexterity 17, can't be Lawful Good
Druid 	Fighter 	Wisdom 15, Charisma 15, Strength 17 	Wisdom 15, Charisma 15, Strength 17
Mage (excluding Wild Mages†) 	Fighter 	Intelligence 15, Strength 17 	Intelligence 15, Strength 17
Mage (excluding Wild Mages†) 	Cleric 	Intelligence 15, Wisdom 17 	Intelligence 15, Wisdom 17
Mage (excluding Wild Mages†) 	Thief 	Intelligence 15, Dexterity 17, can't be Lawful Good 	Intelligence 15, Dexterity 17, can't be Lawful Good
Thief 	Fighter 	Dexterity 15, Strength 17 	Dexterity 15, Charisma 15, Strength 17for Shadowdancer
Thief 	Cleric 	Dexterity 15, Wisdom 17 	Dexterity 15, Charisma 15, Strength 15,Wisdom 17 for Shadowdancer
Thief 	Mage 	Dexterity 15, Intelligence 17 	Dexterity 15, Charisma 15, Strength 15, Intelligence 17 for Shadowdancer
* For HP, see Dual-class HP
* Item usage restrictions are generally the same as with multi-class outlined above. The restrictions and item usage array of the first class, even if inactive, apply to the current class. E.g. a cleric dualed to ranger may not use slashing or piercing weapons at any time, BUT the game will still let you put proficiency points into bows, daggers, etc. while the cleric class is inactive, even though you will never be able to equip them. You may use any armor allowed by either class once the first class becomes active again. Some passive effects like Use Any Item remain effective even while the corresponding class is inactive.
* Once the dual starts, the character is only allowed to spend proficiency points on the weapon array of the second class, until the first class becomes active again. Proficiency Points, saving throws, THAC0 will reset to new class's values until first class becomes active again, after which point only the better value between the two classes will be used. E.g.: a fighter that puts 3 proficiency points into staffs then dual classes to a Druid and then puts 1 point into staffs while the fighter class is inactive, will only have 3 points (not 4) in staffs once both classes become active. There is no in-game indication as to where your inactive class has proficiency points, so it is advisable to write these down before dual-classing. Fighters dualed to or from other classes may continue to advance in proficiency up to 5 once they regain their abilities.
*You cannot "bank" experience points. Once you dual to the new class your experience points are reset to 0 for the new class. Therefore it is important to dual as soon as possible once you have reached the desired level of your first class.
* HLAs will only be gained from the current active class
:† Barbarians and Wild Mages can dual-class by installing the Tweaks Anthology mod.
=== 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:
*Level 7: 1.5 APR bonus, THAC0 14
*Level 9: Unlock Grand Master Weapon proficiency + Last d10 health increase and warrior constitution health bonus, 7th proficiency point, THAC0 12
*Level 13: 2 APR bonus, THAC0 8
Notable breakpoints for Druids:
*Level 12: The druid's unusual experience table causes them to level rapidly from levels 7 to 12, even faster than thieves. Level 12 only requires 300,000 XP (allowing 38 levels of fighter to follow) and grants access to useful level 6 spells such as Harm . Only go to lvl 13 if the Shapeshifter class kit was chosen (may still reach 37 levels of fighter).
Notable breakpoints for Rangers:
* Level 9: Last d10 health increase and warrior constitution health bonus, increased backstab multiplier for Stalker, an extra half attack was also gained at level 7
* Level 12: Stalker class kit grabs possible mages spells and Beast Master gets all Animal Summoning spells at reduced spellbook levels, may still reach level 38 cleric
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==
*In the original BG II, a dwarf cannot multi-class as a Fighter / Cleric. This, however, is a restriction not present in the PnP rules from the Advanced Dungeons & Dragons 2e Player's Handbook. The combination is legal in BG I (and BG2EE), which is more in line with the PnP rules. Indeed, one of the companions available in BG I, Yeslick, is precisely a dwarven Fighter / Cleric.
===Specialists of none===
Due to a bug, class kits other than specialist mages are treated as specialists of the "" 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:
* Many non-player abilities and on-hit effects
* Some player abilities
* Most on-hit effects from physical weapons such as Celestial Fury
* Most charge abilities such as Celestial Fury's blindness, Oil of Fiery Burning, but excluding wands, whose charges are assigned to mage schools accordingly
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==
*Ability Scores
*Experience Tables
*Spell Progression Tables
== Archived content ==
Restrictions on the choice of second class when dual-classing:
* All resulting class mixes must be viable multi-class combinations as well (Ex: fighter/druid and ranger/cleric are valid multi-class combinations, but other combinations with druid or ranger are not valid multi-class options). This also means that Bards, Paladins, Barbarians, Shamans, Sorcerers and Monks cannot dual-class or be dual-classed into.
* The character's alignment must comply with any restrictions of the second class (e.g. a Lawful Good character may not dual-class as a Thief, and a Fighter must be True Neutral to dual-class into a Druid).
* Your character must have scores of 15 or higher in the prime requisites of your current class and scores of 17 or more in the prime requisites of the class you wish to change to. Druids, Rangers have two prime requisites, and the Shadowdancer thief kit has three. Ex: A cleric attempting to dual-class into a ranger must have 15 Wisdom, and also 17 Strength, 17 Dexterity, but does NOT need to meet the ranger's minimum constitution score of 14 in order to dual-class, as that is not a prime requisite to dual into the ranger class. This is why Imoen may dual-class as a mage (and canonically does so by Baldur's Gate 2), since her Dexterity of 18 meets the requirement for a Thief, and her Intelligence of 17 meets the requirement for a mage.
* If attempting to dual-class to a Specialist Mage , the character must also meet the extra minimum statistic requirement for that particular kind of Specialist. This can only be done in the very original Baldur's Gate when specialist mages were separate classes and not mage class kits. Imported characters from BG1 to BG2 or to any Enhanced Edition will have their specialist mage kit stripped if it was their second class. 
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.
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