Baldur's Gate 3 has a ton of races to choose from in the base game, with a series of subraces available for almost every race. These races have different abilities and different traits that will change how your character is played throughout your playthroughs. But what traits do each race have? We've taken a look and chronicled them.
Table of Contents
All Racial Traits In Baldur's Gate 3
Elves
High Elf
- Can move up to 9m per turn
- Darkvision up to 12m
- Advantage against being charmed
- Can't be put to sleep
- Proficient with longswords, shortswords, shortbows and longbows
- Extra Cantrip slot
Wood Elf
- Can move up to 9m per turn
- See in the dark up to 12m
- Has an advantage against being charmed
- Can't be put to sleep
- Proficient with longswords, shortswords, shortbows and longbows
- Fleet of Foot (movement speed is increased by 1.5m)
Tiefling's
Asmodeus Tiefling
- Can move up to 9m per turn
- Darkvision up to 12m
- Fire Resistance
- Produce Flame Cantrip
Mephistopheles Tiefling
- Move up to 9m per turn
- Darkvision up to 12m
- Fire Resistance
- Mage Hand Cantrip
Zariel Tiefling
- Move up to 9m per turn
- Darkvision up to 12m
- Fire Resistance
- Thaumaturgy Cantrip
Drow
Loth-Sworn Drow
- Move up to 9m per turn
- Darkvision up to 24m
- Advantage against being charmed
- Can't be put to sleep by magic
- Proficient with rapiers, shortswords, and hand crossbows
Seldarine Drow
- Move up to 9m per turn
- Darkvision up to 24m
- Advantage against being charmed
- Can't be put to sleep by magic
- Proficient with rapiers, shortswords, and hand crossbows
Human
- Move up to 9m per turn
- Choose one additional skill to be proficient in
- Carrying capacity is increased by a quarter
- Proficient with spears, pikes, halberds, glaives, light armor, and shields
Githyanki
- Can move up to 9m per turn
- Proficient with light armor, medium armor, shortswords, longswords, and greatswords
- Astral Knowledge (gain proficiency in all skills of a chosen ability)
- Githyanki Psionics
- Mage Hand Cantrip
Dwarf
Gold Dwarf
- Can move up to 7.5m per turn
- Darkvision up to 12m
- Advantage against poison
- Poison resistance
- Proficient with battleaxes, handaxes, light hammers, and war hammers
- Dwarven Toughness
Shield Dwarf
- Can move up to 7.5m per turn
- See in the dark up to 12m
- Advantage against Poison
- Resistance to Poison damage
- Proficient with battleaxes, handaxes, light hammers, and warhammers
- Dwarven Armor Training
Duregar
- Can move up to 7.5m per turn
- Darkvision up to 12m
- Advantage against Poison
- Resistance to Poison Damage
- Proficient with battleaxes, handaxes, light hammers, and warhammers
- Superior Darkvision (Can see in the dark up to 24m)
- Duregar Resilience
Half-Elf
High Half-Elf
- Can move up to 9m per turn
- Darkvision up to 12m
- Advantage against being charmed
- Magic can't put them to sleep
- Proficient with pikes, halberds, light armor, and shields
- Extra Cantrip slot
Wood Half-Elf
- Can move up to 9m per turn
- Darkvision up to 12m
- Advantage against being charmed
- Magic can't put them to sleep
- Proficient with pikes, halberds, light armor, and shields
- Fleet of Foot (Movement speed is increased by 1.5m)
Drow Half-Elf
- Can move up to 9m per turn
- Darkvision up to 12m
- Advantage against being charmed
- Magic can't put them to sleep
- Proficient with pikes, halberds, light armor, and shields
- Dancing Light Cantrip
Halfling
Lightfoot Halfling
- Can move up to 7.5m per turn
- Advantage against being Frightened
- Can reroll a 1 for an Attack Roll, Ability Check, or Saving Throw
- Naturally Stealth (has an advantage on Stealth Checks)
Strongheart Halfling
- Can move up to 7.5m per turn
- Advantage against being Frightened
- Can reroll a 1 for an Attack Roll, Ability Check, or Saving Throw
- Strongheart Resilience (advantage on saving throws against Poison and Poison resistance)
Gnome
Rock Gnome
- Can move 7.5m per turn
- Has advantage in Intelligence, Wisdom, and Charisma Saving Throws
- Darkvision up to 12m
- Artificers Lore (add twice your Proficiency bonus to History Checks)
Forest Gnome
- Can move 7.5m per turn
- Has advantage in Intelligence, Wisdom, and Charisma Saving Throws
- Darkvision up to 12m
- Speak With Animals
Deep Gnome
- Can move 7.5m per turn
- Has advantage on Intelligence, Wisdom and Charisma Saving Throws
- Darkvision up to 24m
- Stone Camouflage (advantage on Stealth Checks)
Dragonborn
Black
- Can move up to 9m per turn
- Acid Breath
- Acid Resistance
Blue
- Can move up to 9m per turn
- Lightning Breath
- Lightning Resistance
Brass
- Can move up to 9m per turn
- Fire Breath
- Fire Resistance
Bronze
- Can move up to 9m per turn
- Lightning Breath
- Lightning Resistance
Copper
- Can move up to 9m per turn
- Acid Breath
- Acid Resistance
Gold
- Can move up to 9m per turn
- Fire Breath
- Fire Resistance
Green
- Can move up to 9m per turn
- Poison Breath
- Poison Resistance
Red
- Can move up to 9m per turn
- Fire Breath
- Fire Resistance
Silver
- Can move up to 9m per turn
- Frost Breath
- Cold Resistance
White
- Can move up to 9m per turn
- Frost Breath
- Cold Resistance
Half-Orc
- Can move up to 9m per turn
- Darkvision up to 12m
- Regain 1hp instead of becoming downed when you hit 0hp
- Triple damage dice on a critical melee attack