Baldur's Gate 3 Beginner Guide: How to Get Started in 2026

2026-06-11·Getting Started

So you just bought Baldur's Gate 3 and the character creation screen has been staring at you for 45 minutes. That is genuinely the most on-brand BG3 first experience possible. But here is the thing nobody tells you upfront, you cannot permanently brick your character, respeccing is cheap and available about 2 hours in, so stop overthinking the race and background and just focus on the class that sounds fun. Seriously. Just pick whatever looks cool and move on, seriously the game is designed to be beatable with literally any combination of race and class and background on Balanced difficulty and you can respec everything except your race about two hours into the game anyway so there's genuinely no wrong choice at the start, the only thing you can't change is your race and even that barely matters past Act 1.

And honestly that last part matters way more than any tier list you'll find on YouTube or Reddit because I've watched multiple people quit this game entirely after someone told them Sorcerer was "the best class" and they spent 20 hours hating every second of it before uninstalling. Pick what you want to roleplay tbh.

Character Creation: What Actually Matters

Your race gives you dialogue tags and some utility but nothing that will make or break your run, Dragonborn look cool, their breath weapon falls off hard after level 4 and by Act 3 you will forget you even have it. Half-Elf and Human get shield proficiency which is low-key one of the best defensive boosts in the game. Drow get a ton of unique dialogue in Act 1, and if you care about story reactivity, that is the pick. No contest. Best race in the game if you're playing for story and nobody talks about it enough, everyone just defaults to half-elf because some YouTuber said it was optimal and moves on.

For abilities the game defaults to recommended spreads and they are, you know, fine, the one thing worth knowing is that odd numbers do nothing because 15 STR and 14 STR both give the same +2 modifier anyway so always aim for even numbers unless you have a specific half-feat planned and if you don't know what a half-feat is yet don't worry about it you'll figure it out by level 4. Background gives you Inspiration goals. Urchin and Charlatan are easy to trigger naturally. Acolyte and Sage can be annoying if you are not exploring every corner of the map obsessively like some of us do.

I'm not gonna put a class tier table here. Those things are kinda misleading for a first run and most of them assume you already know the mechanics and optimal item locations and which fights to avoid until certain levels. So here is what I've actually learned from doing way too many restarts instead.

Fighter is probably the cleanest new player experience, you hit things, they die, you action surge and hit more things, it's elegant in its simplicity and you will never feel underpowered. But it gets boring around level 8 if you like having options beyond "attack." Boring enough that I respecced mid Act 2 on my first run and never looked back, turned my fighter into a Barbarian just to feel something again in combat, which is honestly kind of a ridiculous thing to say about a video game but here we are.

Paladin hits harder with smites and you get to be the face character too, just don't break your oath by accident. The oathbreaker knight charges 1000 gold to restore it and that stings early game when you're broke and still buying camp supplies. Ask me how I know...

Cleric is what I started with and honestly Spirit Guardians at level 5 makes everything before it worth it because you just walk at enemies and they evaporate while you're busy doing something else entirely on your turn. Just respec Shadowheart out of Trickery immediately. That subclass is actual garbage and I don't know why Larian made it her default when every other domain is better and more fun and actually contributes to combat in a meaningful way instead of just giving you some stealth options that never get used. It's baffling.

Wizard has the most flexibility if you bother learning scrolls, but spell slot management sucks until you get the hang of short resting, and you will spend the first ten hours forgetting you can learn spells from scrolls and wondering why your spellbook is so empty compared to what you picked up off dead bodies. That last part is a really specific tip but it genuinely took me an embarrassingly long time to figure out and I've since learned that basically every new player makes the exact same mistake, they hoard scrolls thinking those are just one-time consumables and never realize they're supposed to be learning them.

Bard is maybe the most fun I've had, you pass every dialogue check and Cutting Words makes enemies miss constantly and it's the only class where I actually laughed out loud at dialogue options, the early levels before 5 feel kinds rough though, you're basically a worse Wizard with a lute and no one takes you seriously in combat until you unlock some actually useful spells that do more than make one goblin drop their weapon for a turn.

Sorcerer can one-turn most Act 3 bosses with metamagic combos. It's a one-trick pony though and you'll run out of sorcery points fast if you're not careful with long rest pacing so you end up hoarding them and never actually using the cool stuff you built your entire character around. Druid. I bounced off Druid three times before finishing a single run, Wild Shape hotbars are a mess and you spend half the game in menus instead of actually playing the game. Not for me. Maybe I'll try again on a fifth playthrough.

Warlock is basically Eldritch Blast the class. Sounds boring but Hunger of Hadar singlehandedly wins some of the hardest fights in Act 2 and you get your spell slots back on short rest which is huge if you're like me and always forget to long rest and then wonder why Gale has zero spell slots left for the boss fight, every single run, without fail. I have accepted this about myself at this point.

Build Advice

So the Paladin 7 / Warlock 5 split gets recommended everywhere and there is a reason, three attacks per action, Charisma as your only stat, and short-rest spell slots for Smite. But it takes until level 10 to come online and the first 7 levels of straight Paladin are already strong enough to beat the game on Tactician. Not sure about this but I think most people who recommend it haven't actually played through the awkward middle levels where you're a half-built character waiting for everything to click together into the build you saw in a YouTube video and you spend hours thinking you messed something up because it's not performing like the thumbnail promised, meanwhile a straight level 10 fighter is just quietly out-damaging you every round with zero setup.

For pure classes here is what I've found actually works across a full playthrough.

Open Hand Monk 9 / Thief Rogue 3 has the most ridiculous bonus action economy in the game where you get like 6 attacks per turn with Flurry of Blows and Tavern Brawler at level 4 makes Strength monks hit like trucks. I slept on monk for so long. Now it's probably my favorite build in the entire game and I recommend it to everyone who asks, even people who say they don't like monks, even people who played tabletop and think monk sucks in 5e, this version is completely different and I will die on this hill, Larian actually made monks good and I don't care who knows it.

Light Cleric 12 gives you Warding Flare as a reaction to impose disadvantage on enemy attacks, Radiance of the Dawn as a short-rest AoE nuke, and you still get full spellcasting, this is what Shadowheart should have been from the start. No idea why Larian went with Trickery for her default, it's like they wanted people to think Cleric was boring and then never try the class again, which is weird because Cleric is probably the most versatile class in the game once you look past the "healer" stereotype.

Gloom Stalker Ranger 5 / Assassin Rogue 3 / Fighter 2 has first-round burst so high most Act 3 bosses die before they take a turn, but the setup is tedious and you spend half the game micromanaging surprise rounds and it feels less like playing an RPG and more like doing homework where you position everyone perfectly before every fight. Powerful build, undeniably. Tbh I got tired of the prep work by mid Act 2 and just wanted to play the game at that point instead of spending 5 minutes setting up every single trash mob encounter like some kind of tactical genius who definitely has better things to do.

Swords Bard 10 / Paladin 2 gives you Slashing Flourish for two attacks per hit with ranged or melee, Smite on top of that, and you are still a full caster for Counterspell and utility, this is the one build that genuinely feels broken and fun at the same time. It's almost unfair how much damage you can output while also being the party face and the skill monkey and the controller all at once, like the game just gave up on trying to balance this one particular combination and decided to let you be good at literally everything.

So here is what I'd actually tell a friend starting out. Start as a Charisma class like Paladin, Bard, Sorcerer, or Warlock because the party face handles all dialogue and failing a DC 30 Persuasion check in Act 2 can lock you out of major story branches that you won't even know you missed. And pick up the Amulet of Misty Step from the Goblin Camp vendor as soon as you can, mobility is legit the biggest power spike in the game and this item is available at level 3 which is absurdly early for how useful it stays through the entire campaign.

Also respec Shadowheart to Light or Tempest domain immediately because Trickery is genuinely her worst subclass and Trickery Cleric is the weakest domain in BG3 by a wide margin, seriously Larian what were you thinking with that one. Always carry a shovel too, there are buried treasure chests literally everywhere and digging them up is free loot with zero combat, you'd be amazed how many people finish the game without ever digging up a single chest. And save the hag hair deal for your main stat, Auntie Ethel's +1 to any ability is a permanent buff that you only get once per playthrough and it stacks past 20. Kinda wild that more people don't mention this one...

Companions Worth Building Around

Lae'zel as a Battle Master Fighter is the most reliable damage dealer in the game from level 1 to 12, give her the Silver Sword of the Astral Plane in Act 1 via a slightly cheesy Command: Drop disarm on Voss and she carries every fight through Act 2. It feels cheap. Honestly I do it every run now and I don't feel bad about it anymore, the sword is right there, it's a githyanki legendary weapon being carried by a githyanki who shows up in a cutscene, the game practically dares you to try and steal it. Why wouldn't you take it, it's the most telegraphed loot drop in RPG history and the game never punishes you for grabbing it.

Astarion as a Gloom Stalker / Assassin / Fighter multiclass benefits from the Happy buff which is +1 to all checks after biting, and it never goes away if you let him feed daily, his personal quest reward in Act 3 gives an extra 1d10 necrotic damage on every attack permanently. That is, um, a lot of damage. Like genuinely broken amounts of damage for a character who can already attack 4+ times per round and is probably already your highest DPS before the permanent buff that you get from completing his personal story, which is also the best companion quest in the game but that's a separate conversation.

Gale as an Abjuration Wizard 12 is functionally immortal by level 6, Arcane Ward stacks reduce all incoming damage and Projected Ward lets you protect allies as a reaction. He tanks better than most martial classes somehow. I don't understand the math but it works and it's been working since launch without any patches changing it so it's either intentional or the devs just decided it's a feature now, either way I'm not complaining about having a wizard who can face-tank a dragon.

Shadowheart's story is locked behind Nightsong in Act 2, do not skip the Gauntlet of Shar, her entire character arc resolves there and the decision branches into two completely different Act 3 experiences. I missed this on my first playthrough. Her ending made zero sense and I sat there staring at the screen like, wait what just happened, why is she acting like we had some big character moment that never occurred in my playthrough, why is the game treating her like a completely different person than the one I spent 80 hours with.

Romance

Karlach requires two Infernal Iron upgrades in Act 1 before the tiefling party, if you miss the second upgrade before clearing the goblin camp, her romance is locked out for the entire run and there's no warning and no way to fix it. The Dammon timing is the most missable romance trigger in the game and I definately messed this up once. Had to replay like 6 hours from an old save and I'm still annoyed about it every time I think about that accursed tiefling blacksmith and his stupid forge that apparently only works between specific story beats.

Lae'zel starts aggressive, she propositions you early and it seems purely physical, but her Act 2 and Act 3 romance scenes are genuinely the most emotionally developed writing Larian has done. Let her challenge you to the duel. Lose on purpose. Trust me on this one, the payoff is worth the bruised ego and the cutscene alone is better than most full romance arcs in other RPGs, it's not even close.

Shadowheart's romance requires you to respect her privacy, do not pry about the artifact, do not push her to share memories, and trust her at the Nightsong decision point, and if you try to persuade her there, the romance ends permanently. Doesn't matter what you say or what the dice roll is. It just ends. Over. No takebacks, no second chances, the game just closes that door and locks it behind you forever.

Astarion's romance arc is structured around consent and autonomy and it's actually pretty well done for a video game, let him decide whether to complete the ritual in Act 3. Suggesting he ascend locks you into a toxic dynamic where the power imbalance becomes the entire relationship and it's genuinely uncomfortable to watch unfold. Suggesting he stay a spawn and then choosing the "you are enough as you are" dialogue option is the only path to his good ending. Worth mentioning that his writer clearly understood the character on a level most RPG companions don't reach, and the performance capture work sells it completely, every micro-expression in his Act 3 scenes tells you more than the dialogue does.

But Minthara. Recruiting her without massacring the grove requires knocking her out with non-lethal damage at the goblin camp, then rescuing her at Moonrise in Act 2, then passing a dialogue check, and if you mess up any of those three steps she's just gone from the game with no indication of what went wrong, no quest journal update, nothing, just a character slot that remains permanently empty for the rest of the playthrough. She is the only companion with zero approval penalties for evil choices and her Act 3 party banter is the funniest writing in the game bar none. Not sure about this but I think she gets less content than the origin companions overall, which is a shame. Wasted potential there, genuinely.

Quest Order

The Grove/Goblin Camp quest resolves if you enter the Mountain Pass before finishing it, the game gives you a popup warning but it is easy to click through when you're tired and just want to see the pretty new zone. Same thing with the Creche, entering the Shadow-Cursed Lands auto-completes all Act 1 quests. And that popup looks exactly like every other popup in the game, same font, same size, same color, your brain learns to filter it out after the first ten hours. So yeah you're gonna click past it at least once. Happens to everyone, don't feel bad, just keep a save from before you clicked it and move on.

Recruit every companion before progressing past the Grove party, Wyll and Karlach can permanently leave if you side with the goblins and there's no getting them back. Gale leaves if you do not give him magic items within 3 long rests of him asking. He asked me like four times on my first run. I kept thinking I'd find a trash item to give him next rest and then forgot. He left. My fault entirely but also gale maybe stop eating my only good magic items, I need those for the boss fight that you refuse to help with because you're too busy sulking in camp about not getting your third magical artifact breakfast, which by the way is three magic items you permanently lose from your inventory just to keep one wizard happy.

The Iron Throne prison rescue in Act 3 is the only timed quest in the game with real consequences and genuine anxiety, bring a party with Misty Step, Dimension Door, Haste potions, and at least one summon for blocking enemy pathing. Omeluum gives a unique reward if saved. Not spoiling what but it's worth the stress and the multiple reloads you will probably need to get everyone out alive, especially the NPCs who seem determined to run directly into enemy attacks instead of toward the escape ladder like any reasonable person would.

And if you are playing Dark Urge, the Act 2 long rest scene where you are told to kill your romance partner. Failing the saving throw there is not a "let us see what happens" moment where the game gives you a cool alternate scene and then walks it back later. It permanently kills them. No resurrection scroll works. No Withers dialogue fixes it.

Just dead. Gone. Learned that one the hard way and literally stared at my screen for a solid minute wondering if I should reload or just commit to the tragedy of it all and live with the consequences of my own failed dice roll, which is honestly the more interesting story anyway but I was not emotionally prepared for that outcome at 2am on a Tuesday after spending 60 hours getting attached to a fictional character who the game let me murder in my sleep because I rolled a 3 on a wisdom save. Wierdly enough I kept that save and finished the run.