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For Ability requirements for Classes, see Abilities

Fighter, Ranger, Paladin, Cleric, Druid, Mage, Thief, Bard, Specialist Mage: Abjurer, Conjurer, Diviner, Enchanter, Illusionist, Invoker, Necromancer, Transmuter

Multiclass characters, list as presented ingame: 1. Fighter-Thief, 2. Fighter-Cleric, 3. Fighter-Mage, 4. Mage-Thief, 5. Cleric-Mage, 6. Cleric-Thief, 7. Fighter-Cleric-Thief, 8. Fighter-Cleric-Mage (no Cleric-Thief-Mage available). 9. Fighter-Druid, 10.Cleric-Ranger. These are the same class combinations that are allowed for Dual classing.

Race and class Edit

Humans can be any class. Any race can be a Fighter, Cleric, or Thief; Halflings and Dwarves can only be those classes. In addition to the basic three, Elves and Half-Elves can also be Rangers or Mages, and Gnomes can be Illusionists. Half-Elves can also be a Bard or Druid. Elves can be Diviners or Enchanters, and Half-Elves can be one of those and also pick Conjurers or Transmuters.

Race and multiclass Edit

  • Elves can only be combinations of Fighter, Thief, and Mage (1, 3, 4, and 7, above), including Fighter-Mage-Thief
  • Half-Elves can be any of the multiclass types above except 6. Cleric-Thief
  • Gnome can be 1. through 5. of the list of multiclass types above, except that the combinations of Mage and other classes must be the Specialist Mage class, Illusionist, instead: Fighter-Illusionist, Cleric-Illusionist, and Illusionist-Thief.
  • Halflings can only be 1. Fighter-Thief
  • Dwarves can only be 1. Fighter-Thief or 2. Fighter-Cleric


Proficiency Edit

Proficiency points are the only determination of attack speed inasmuch as they determine the number of attacks per round; unlike other games, weapon speed listings in D&D games do not show the speed factor of DPS, but rather are a determination of when in the attack round attacks are made. So, fast weapons hit sooner, each round. But only more proficiency points enables attacks to be made more often than once per round, and therefore faster over multiple rounds.

Fighters, Rangers, Paladins, and all multiclass combinations that include those classes, get four proficiency points. Clerics, Druids, Thieves and Bards, and all other multiclass combinations, get two proficiency points. Mages get one.

Experience and class Edit

The numbers with asterisks* may not be possible, with a cap of 89,000 XP for basic BG,[1][2] and 161,000 XP with Tales of the Sword Coast[2][3]

Class Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 *Level 9 *Level 10 *Level 11 *Level 12
Mage 2500 5000 10000 20000 40000
Ranger 2250 4500 9000 18000 36000
Paladin 2250 4500 9000 18000 36000
Fighter 2000 4000 8000 16000 32000
Druid 2000 4000 7500 12500 20000 35000 60000 90000 125000 *200000
Cleric 1500 3000 6000 13000 27500 55000 110000 *225000
Thief 1250 2500 5000 10000 20000
Bard 1250 2500 5000 10000 20000

Fighter Edit

HP/level: 10

Ranger Edit

HP/level: 10

Paladin Edit

HP/level: 10


Cleric Edit

HP/level: 8

Clerics level fast at low levels; they have a level cap of eight in both vanilla BG and Tales of the Sword Coast

Druid Edit

HP/level: 8

Druids level as slowly as Fighters for the first two levels, but can reach level 9 with the level cap of 89,000 XP in BG, and level 10, under Tales of the Sword Coast's 161,000XP cap

Thief Edit

HP/level: 6

Bard Edit

HP/level: 6

Mage Edit

HP/level: 4

Specialist Mage Edit

See Abilities for the additional abilities required for these classes. All Specialists receive an extra spell per level, but are proscribed certain 'opposed' schools of magic out of the list: Abjuration, Conjuration, Divination, Enchantment, Illusion, Invocation, Necromancy, Transmutation

Specialist Opposed Min Abilities
Abjurer Alteration 15 Wisdom
Conjurer Divination 15 Constitution
Diviner Conjuration 16 Wis
Enchanter Invocation 16 Charisma
Illusionist Necromancy 16 Dexterity
Invoker Enchantment+Conjuration 16 Con
Necromancer Illusion 16 Wis
Transmuter Abjuration 15 Dex
"Conjuration and Illusion are the two best schools to choose from should you make a single-class mage as they give up a relatively weak spell school...Invokers are worthless because they are forced to give up two schools for no bonus over giving up a single school, therefore making Diviner a better choice if you're comfortable giving up Conjuration in the first place. Both Abjurers and Transmuters give up the other respectively, which includes most of the significant buff spells in the game."-PIH[4]


Multiclass Edit

Multiclass characters get the same XP and split it between the two classes,[5] but each time a class levels up, they receive half the hit points and Constitution bonuses that class would normally receive, or a third for triple class characters. IE, Jaheira, who is a Fighter-Druid, has 3,950 XP in both classes, and receives 100 XP for some quest, which levels her to 4,000 XP as both Fighter and Druid. This is just enough to get level 2 in each class, which is all done on the same levelup screen. She will get up to four HP (half of the eight that a normal Druid would) plus five HP (half of the ten that a Fighter would). Because Jaheira has three Con more than 14, she gets three extra HP per level, and this is halved for both classes, making each Druid levelup (8+3)/2 = five and 1/2 HP and each Fighter levelup (10+3)/2 = six and 1/2 HP. Half points are not displayed, making odd-numbered Constitution bonuses are problematic. So, for example, the Druid's maximum roll of eight, plus three, all divided by two is indistinguishable from a lower roll of 7+3/2. Half points carry on to the next levelup, so if the player is lucky enough to save a levelup with the maximum, and level up with maximum again, the extra half-points will be apparent, and our example Jaheira would get six HP for Druid or seven for Fighter. There are mods available which can modify or maximize HP gains.


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