Max Level in Baldur’s Gate 3

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In this short Baldur’s Gate 3 guide, we have shared information such as what is the maximum level you can reach in the game, and the maximum level cap.

What is the Max Level Cap in Baldur’s Gate 3

Change is the name of the game, and when it comes to Baldur’s Gate 3, the level cap dance is a perfect example. It’s like a shape-shifting creature – it’s been through a few transformations in the game’s different versions, and that’s even before the grand launch spectacle! In the very first early access edition, you were capped at level four – enough to dip your toes in the waters of adventure. But in Dungeons and Dragons lingo, that’s like not fully taking off the training wheels (just imagine characters with wheels, roll with me on this). Soon after, it bumped up a notch to level five. Fair play, as some classes got their hands on third-level spells – a real milestone for spellcasters.

Initially, the plan was to set the bar at level ten. Yet, in a twist that played out like a surprise reveal, the wizards at Larian Studios upped the ante to a level twelve cap, just before the big launch shindig.

Sure, a bunch of players were crossing their fingers for a more heroic level cap. You see, in Dungeons and Dragons folklore, the soft cap is at a splendid level twenty. And by the time characters hit their late teens, they’re usually locking horns with legendary creatures, painting quite the epic tale. But hey, a cap of twelve ain’t too shabby. It’s like a mid-low level escapade – a sweet spot where you can cook up some cool character builds and savor a dash of strategic complexity without feeling like you’ve jumped into the deep end of the pool.

How Does the Level Cap in Baldur’s Gate 3 Affect Class Builds?

Dungeons and Dragons has always had its share of balance quirks, and when you look at the 5th Edition, you’ll find it’s playing a slightly more even game than its predecessors. In the early days, spellcasters, especially the Wizards, were like glass figurines – a bit fragile and pulling off tricks that felt like parlor magic. Their damage output? Well, it was like comparing a gentle breeze to the roaring power of a Fighter’s onslaught. But hang on, because as they climbed the level ladder towards the lofty twenty, those spellcasters were practically rewriting the laws of reality. Meanwhile, the Fighter was basically amping up his attack count. You get the picture – it’s a tale of two playstyles.

Now, the deal is, the level cap in Baldur’s Gate 3 is like a sculptor’s chisel, shaping each class in its own way. Let’s dive into the nitty-gritty of how hitting level 12 paints a unique picture for each class. From their gains to their limitations, we’re unpacking the magic right here.

Max Level in Baldur's Gate 3
Spellcasters frequently unlock fresh spell slots as they progress through levels, and a major allure of the extended level limit lies in the ability to harness 6th-level spells.

Max Level Strategies for Baldur’s Gate 3 Based on Races

Dominating at Max Level – Barbarian Tactics

While the Barbarian may not dazzle you with fancy 6th-level spells or an extra swing, they do wield the power of Relentless Rage. This ability grants them a shot at survival when their HP would normally drop to zero during a rage. By rolling a Constitution Save, they can hang on with a single hit point.

Elevating Bard Mastery at the Peak

Much like other spellcasters, Bards unlock access to potent 6th-level spells upon hitting level 11, marking a noteworthy progression in their capabilities. However, little strides are made at level 12, and the benefits for various Bard subclasses from this level extension are somewhat slim.

Navigating Cleric Prowess at the Summit

Similar to Bards, Druids, and Wizards, Clerics ascend to the realm of 6th-level spells at level 11, leaving little else to uncover at level 12. This presents an intriguing possibility for a one-level multiclass approach.

Mastering the Peaks as a Druid

Continuing the spellcasting trend, Druids harness the potential of a 6th-level spell slot upon reaching level 11. Level 12 doesn’t bring much to the table in terms of exciting growth.

Thriving as a Fighter at the Pinnacle

The Fighter takes center stage with the invaluable Extra Attack, securing their first boost at 5th level and a second at 11th. No other class boasts as many attacks, putting martial classes like the Barbarian, Paladin, and Ranger in the shade with their two attacks at level 5. The old cap of level 10 left Fighters longing for a third strike, making them less competitive against the aforementioned martial classes. With the cap bumped to 12, they now revel in a distinct melee advantage, at least when it comes to standard attacks. The three Fighter subclasses don’t reap immense benefits from this expansion.

Unveiling Monk Tactics at the Apex

The Monk takes an interesting turn, as the core class gains no particularly standout features at levels 11 or 12. Yet, the Way of the Open Hand and Way of the Shadow subclasses introduce new, subclass-specific abilities at level 11. Meanwhile, the Way of the Four Elements unveils its third elemental discipline at the same level.

Guiding Paladins to Glory at Maximum Level

These devout warriors, bound by solemn oaths, surprisingly glean only minor enhancements with two additional levels in their repertoire. Levels 11 and 12 yield zero new spell slots, but level 11 does grant Improved Divine Smite, boosting damage by an extra 1d8 radiant damage. Unfortunately, Paladin subclasses don’t seize substantial gains from the expanded level cap.

Navigating the Ranger’s Trail at the Peak

Much like Paladins, Rangers don’t witness spell advancement at levels 11 or 12. However, similar to the Monk, all Ranger subclasses receive a fresh feature. Beast Masters’ companions gain additional attacks, Hunters can unleash a Volley (ranged strike against all foes within 10 feet) or a Whirlwind (melee strike against all enemies within 5 feet), and the Gloom Stalker gains the ability to reroll one missed attack roll each turn.

Unleashing Rogue Expertise at Maximum Level

The Rogue’s arsenal expands notably with the extended level cap, thanks to Reliable Talent at level 11. Whenever an ability check, benefiting from the Rogue’s Proficiency Bonus, results in a roll of 9 or lower, it’s bumped up to 10 instead. Essentially, most ability (skill) checks now span from 10 to 20 on a d20, instead of 1 to 20. Beyond this, apart from the Arcane Trickster learning an additional spell, Rogue subclasses don’t witness substantial benefits.

Channeling Sorcerer Mastery at the Summit

Another spellcaster takes the stage, reaching the spell level milestone. Similar to their fellow primary spellcasters, Sorcerers gain access to 6th-level spells when they hit level 11. However, little else materializes at level 12. Regrettably, the Sorcerer subclasses don’t uncover significant enhancements from the cap expansion.

Unraveling Warlock Tactics at the Pinnacle

In contrast to their casting peers, Warlocks, the intriguing outliers, don’t attain a 6th-level spell slot. Yet, at level 12, they do acquire knowledge of a 6th invocation. Their subclasses, however, don’t experience substantial developments at levels 11 or 12.

Evolving Wizardry at Maximum Level

Wizards follow a unique pattern, gaining access to new spell levels only at odd levels starting from the 3rd. This means they harness the might of 6th-level spells upon achieving 11 levels as a Wizard. Despite this, level 12 doesn’t deliver much growth. In fact, transitioning from level 11 to 12 yields surprisingly meager benefits for Wizards. Consequently, dipping into a second class for one level might be a prudent choice, especially if you seek to broaden your skill proficiency and bolster your Hit Points a tad.