Booming Blade

Booming Blade

Booming Blade is a melee Evocation Cantrip that was added to Baldur’s Gate with Patch 8. It allows the spellcaster to make a melee weapon attack that deals extra Thunder damage if the target moves during the next turn. A great way to use Booming Blade is to force the target to move after using the spell.

Spell description: Strike with your weapon, afflicting your foe with a resonance that hurts them for 1d8⁠Thunder⁠ when they move.

Spell properties

  • Damage: 1d8 Thunder + Normal weapon damage
  • Damage type: Thunder
  • Range: Weapon range
  • Duration: 1 turn
  • Attack type: Attack roll
  • Conditions applied: Booming Blade
  • Cost: Action
  • Recharge: Per action

Spell upcasting

  • At character level 5, damage increases to 3-24 (1d8 Thunder + 2d8 Thunder when the target moves).
  • At character level 11, damage increases to 5-40 (2d8 Thunder + 3d8 Thunder when the target moves).

How to obtain Booming Blade

  • Sorcerer, Warlock, Wizard at Class level 1
  • Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
  • High Elf and High Half Elf at Character level 1
  • Granted by features: Magic Initiate: Sorcerer, Magic Initiate: Warlock, Magic Initiate: Wizard

Notes

  • Unlike other Cantrips in Baldur’s Gate 3, Booming Blade receives its final upgrade at Character level 11 instead of 10.
  • The spell can be cast while you are Silenced.

Booming Blade

Evocation Cantrip
Damage: 1-8
1d8 Thunder

Strike with your weapon, afflicting your foe with a resonance that hurts them for 1d8 Thunder damage when they move.

Range: Melee Duration: 1 turn

Condition: BOOMING BLADE

  • (Affected entity will take 1d8 Thunder damage when it moves. Duration: 1 turn).
Bone Chill

Bone Chill

Bone Chill is a Necromancy Cantrip available to Sorcerers, Warlocks, Wizards, and other sub-classes. It deals Necrotic damage to the target when cast.

Spell description: Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. An undead target receives Disadvantage on Attack Rolls.

Properties

  • Damage: 1d8 Necrotic
  • Damage type: Necrotic
  • Range: 18m (60ft)
  • Attack type: Attack roll
  • Conditions applied: Target cannot heal for 1 turn.
  • Cost: Action
  • Recharge: Per action

Spell upcasting

At character level 5, damage increases to 2d8 Necrotic. At character level 10, damage increases to 3d8 Necrotic.

How to obtain

  • Sorcererm Warlock, Wizard, and Death Domain Clerics at Class level 1
  • Circle of the Spores (Druid) at Class level 2
  • Eldritch Knight (Fighter) and Arcane Trickster (Rogue) at Class level 3
  • College of Lore (Bard) at Class level 6 via Magical Secrets
  • All Bards at Class level 10 via Magical Secrets
  • High Elf and High Half-Elf at Character level 1
  • Granted by features: Magic Initiate: Sorcerer, Magic Initiate: Warlock, Magic Initiate: Wizard, Spell Sniper

Spell details

Bone Chill

Necromancy Cantrip
Damage: 1-8
1d8, Necrotic

Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls.

Bless

Bless

A level 1 Enchantment spell available to Clerics, Paladins, and other sub-classes in Baldur’s Gate 3. The spell allows the caster to bolster themselves and their allies’ attacks and saving throws.

Spell description: Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws.

Spell properties

  • Range: 9m
  • Duration: 10 turns
  • Concentration spell
  • Conditions applied: Gain 1d4 bonus to Attack Rolls and Saving Throws.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Can affect an extra creature for each spell slot level above the 1st.

How to obtain Bless

  • Cleric at Class level 1
  • Paladin at Class level 2
  • College of Lore (Bard) at Class level 6, via Magical Secrets
  • Bard at Class level 10, via Magical Secrets
  • Granted by features: Magic Initiate: Cleric

Source item: Staff of Arcane Blessing (once per Long rest)

BLESS

Level 1 Enchantment Spell

Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws.

Range: 9m (30ft)
Bane

Bane

Level 1 Enchantment spell available to Bard, Cleric, Warlock.

Spell description: Target up to 3 creatures. They receive a 1d4 penalty to Attack Rolls and Saving Throws.

Spell properties

  • Range: 9m
  • Duration: 10 turns
  • Concentration
  • Save: CHA save
  • Conditions applied: Bane. Duration: 10 turns.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Affects an extra target for each Spell Slot level above the 1st.

How to obtain [Spell Name]

  • Bard and Cleric at Class level 1
  • Oath of Vengeance Paladin, as an Oath Spell, at Class level 3
  • Granted by features: Magic Initiate: Bard and Magic Initiate: Cleric
  • Granted to Warlocks who choose Eldritch Invocation: Thief of Five Fates at level 2+. Can only be cast once per Long rest using a Warlock Spell Slot when obtained this way.

Bane

Enchantment spell

Up to 3 creatures receive a D4_Physical -1d4 penalty to Attack rollAttack Rolls and Saving Throws.

Range: 30ft Save: DEX save
Arms of Hadar

Arms of Hadar

Arms of Hadar is a level 1 Conjuration Spell available to Warlocks in Baldur’s Gate 3. It allows the spellcaster to summon dark tendrils that deal necrotic damage to creatures in the area and prevents them from taking Reactions.

Spell description: Call forth tendrils of dark energy that prevent targets from taking reactions.

Spell properties

  • Damage: 2d6 Necrotic
  • Damage type: Necrotic
  • Range: Self
  • Area: 3 m (10 ft) Radius
  • Duration: 1 turn
  • Save: STR save
  • Conditions applied: On save: Target takes half damage but can use reactions.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Damage increases by 1d6 Necrotic for each slot above the first.

How to obtain

  • Warlock at Class level 1
  • Granted by features: Magic Initiate: Warlock
  • Source item: Hollow's Staff (once per Long rest)

Arms of Hadar

Level 1 Conjuration Spell
Damage: 2-12
2d6, Necrotic

Shoot a bright flame from your finger that explodes upon contact, torching everything from your vicinity.

On save: Targets still take half damage but are able to use reactions.

Range: Self AOE: 3m (10ft) Radius Save: STR Save

Condition: ARMS OF HADAR (Can’t take Reactions. Duration: 1 turn).