Races (BG3)

There are 11 playable races in Baldur's Gate III. Seven of these have two or more subraces, allowing you to further increase your character's unique design and abilities. Each race grants specific weapon armor, and skill proficiencies, as well as race and subrace features. Selecting a race is permanent, including subraces, after character creation!
==Elf==
With ethereal countenance, and long lifespans, elves are at home with nature's power, flourishing in light and dark alike.
* Base Racial Speed: You can move 9m per turn.
* Elven Weapon Training: You have Proficiency with Longsword, Shortsword, Shortbow, and Longbow.
* Darkvision: Can see in the dark up to 12m.
* Fay Ancestry: You have Advantage on Saving Thows against being Charmed, and magic can't put you to sleep.
===High Elf===
Heirs to the mystical Feywild, high elves value magic in all its forms, and even those who do not study spellcraft can manipulate the weave.
High Elf Cantrip: Fire Bolt 
You may change your cantrip by selecting another one from the Wizard Spell list below. This cantrip doesn't use spell slots and can be cast at will. It uses your Intelligence as its modifier.
* Acid Splash
* Bone Chill
* Fire Bolt
* Poison Spray
* Ray of Frost
* Shocking Grasp
* Blade Ward
* Friends
* Dancing Lights
* Light
* Mage Hand
* Minor Illusion
* True Strike
===Wood Elf===
These elves spend their reclusive lives in Faerûn's forests. Decades of training in archery and camouflage are enhanced by an otherworldly swiftness.
* Fleet of Foot: Your Movement Speed is increased by 1.5m.
==Tieflings==
Descended from devils of the Nine Hells, tieflings face constant suspicion in Faerûn. Thankfully, their arcane abilities make them natural survivors. 
* Base Racial Speed: You can move 9m per turn.
* Darkvision: Can see in the dark up to 12m
* Hellish Resistance: You have resistance to Fire damage, taking only half damage from it.
===Asmodeus Tiefling===
Bound to Nessus, the deepest layer of the Hells, these tieflings inherited the ability to wield fire and darkness from the archdevil Asmodeus' infernal bloodline.
* Cantrip: Produce Flame
===Mephistopheles Tiefling===
Descended from the archdevil Mephistopheles, these tieflings are gifted with a particular affinity for arcane magic. 
* Cantrip: Mage Hand
===Zariel Tiefling===
Tieflings from Zariel's bloodline are empowered with martial strength, and can channel searing flame to punish their enemies.
* Cantrip: Thaumaturgy
==Drow==
Driven to the Underdark, most drow have adopted a ruthless pragmatism. While the Lolth-sworn delight in the goddess's evil tenets, the Seldarine reject Her attempt to overthrow the leader of the elven pantheon.
* Base Racial Speed: You can move 9m per turn.
* Drow Weapon Training: You have Proficiency with the Rapier, Shortsword, and Hand Crossbow.
* Superior Darkvision: Can see in the dark up to 24m
* Fey Ancestry: You have Advantage on Saving Thows against being Charmed, and magic can't put you to sleep.
===Lolth-Sworn Drow===
Raised by Lolth cult in the city of Menzoberranzan, these drow embody the virtues of their corrupt and merciless goddess. Lolth marks Her followers with bright red eyes so those in the Underdark will learn to fear them on sight. 
===Seldarine Drow===
Seldarine drow can be found seeking allies from all over Faerûn, aiming to settle their conflict with Lolth - and each other - by any means neccessary.
==Human==
The most common face in Faerûn, humans are known for their tenacity, creativity, and endless capacity for growth.
* Base Racial Speed: You can move 9m per turn.
* Civil Militia: You have Weapon Proficiency with spears, pikes, halberds, and glaives, and Armour Profeiency with Light Armour and Shields.
* Human Versitility: Select an additional Skill to be Proficeient in. Your carrying capacity is increased by a quarter.
==Githyanki==
With a ruthlessness borne from mind flayer enslavement, githyanki ride the Astral Sea atop red dragons, bringing their silver swords and psionic might to bear against any trace of the illithid menace.
* Action: Astral Knowledge
* Cantrip: Githyanki Psionics: Mage Hand
* Base Racial Speed: You can move 9m per turn.
* Martial Prodigy: A lifetime of relentless training gave you Armour Proficiency with Light and Medium Armour as well as Proficiency with the Shortsword, Longsword, and Greatsword.
==Dwarf==
As durable as their home of stone, dwarves are some of the most finest warriors, miners, and smiths of Faerûn.
* Base Racial Speed: You can move 7.5m per turn.
* Dwarven Combat Training: You have Proficiency with Battleaxe, Handaxe, Light Hammer, and Warhammer.
* Darkvision: Can see in the dark up to 12m
* Dwarven Resilience: You have advantage on Saving Throws against Poison, and you have Resistance to Poison damage.
===Gold Dwarf===
These dwarves are known for their confidence and keen intuition. The culture of their Deep Kingdom values family, ritual, and fine craftsman. 
* Dwarven Toughness: Your hit point maximum increases by 1, and increases by 1 again every time you gain a level.
===Shield Dwarf===
Great losses in ancient wars against goblins and orcs have led these dwarves to adopt a cynical mindset, but they will endure anything to restore their ancestral homeland. 
* Dwarven Armour Training: You have proficiency with Light and Medium armour.
===Duergar===
Once enslaved by the eldritch mind flayers, duergar adapted to freedom with harsh practicality. Their cold demeanours and gift of stealth are well known throughout the Underdark.
* Superior Darkvision: Can see in the dark up to 24m
* Duergar Resilience: You have Advantage on Savings Throws against illusions and against being Charmed or Paralyzed. 
==Half-Elf==
Curious, ambitious, and versatile, half-elves are welcome everywhere, but struggle without a community to call their own. 
* Base Racial Speed: You can move 9m per turn.
* Civil Militia: You have Weapon Proficiency with spears, pikes, halberds, and glaives, and Armour Proficiency with Light Armour and Shields. 
* Darkvision: Can see in the dark up to 12m. 
* Fey Ancestry: You have Advantage on Saving Throws against being Charmed, and magic can't put you to sleep
===High Half-Elf===
A touch of the Fey Wild remains in half-elves with this bloodline, and even those untrained in magic possess a hint of wild power. 
High Elf Cantrip: Fire Bolt 
You may change your cantrip by selecting another one from the Wizard Spell list below. This cantrip doesn't use spell slots and can be cast at will. It uses your Intelligence as its modifier.
* Acid Splash
* Bone Chill
* Fire Bolt
* Poison Spray
* Ray of Frost
* Shocking Grasp
* Blade Ward
* Friends
* Dancing Lights
* Light
* Mage Hand
* Minor Illusion
* True Strike
===Wood Half-Elf===
Like their wood elf parent, these half-elves have a quickened stride and an eye for stealth. Yet many break away from isolation in Faerûn's forests to explore the rest of the realms.
* Fleet of foot: Your Movement Speed is increased by 1.5m.
===Drow Half-Elf===
Most half-drow result from liasions between Seldarine drow and surfacers. While half-drow inherated a few magical gifts, they aren't usually raised in the Underdark. 
* Cantrip: Dancing Lights
==Halfling==
Small yet capable, halflings prefer the comforts of home and hearth - but their natural luck and dexterity makes them fine adventurers. 
* Base Racial Speed: You can move 7.5m per turn.
* Lucky: When you roll a 1 for an Attack Roll, Ability Check, or Saving Throw, you can reroll the die and must use the new roll. 
* Brave: You have an Advantage on Saving Throws against being frightened.
===Lightfoot Halfling===
Stealthy but social, these halflings travel all over Faerûn to make a name for themselves. 
* Naturally Stealthy: You have Advantage on Stealth Checks.
===Strongheart Halfling===
Legend has it that dwarven blood gave stronghearts their hardness. Resistant to poison, and wellsprings of endurance, these halflings easily hold their own. 
* Strongheart Resilience: You have Advantage on Saving Throws against Poision and Resistance to Poison damage.
==Gnome==
Small, clever, and energetic, gnomes use their long lives to explore Faerûn's brightest corners and darkest depths.
Subraces:
* Rock Gnome
* Forest Gnome
* Deep Gnome
==Dragonborn==
A proud race that values clan and skills above all else. Once enslaved by dragons, they strive to be self-sufficient, not wanting to be beholden to anyone, not even the gods.
Subraces:
* Black Dragonborn
* Blue Dragonborn
* Brass Dragonborn
* Bronze Dragonborn
* Copper Dragonborn
* Gold Dragonborn
* Green Dragonborn
* Red Dragonborn
* Silver Dragonborn
* White Dragonborn
==Half-Orc==
Creatures of intense emotion, half-orcs are more inclined to act than contemplate - whether the rage burning their bodies compels them to fight, or the love filling their hearts inspires acts of incredible kindness.
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Category:Game mechanics (BG3)