Baldur’s Gate 3
Summary
When agitate inBaldur ’s Gate 3movement plays a very important part . How much the party can move around the battlefield and how they choose to do that can make all the remainder in difficult fights . While a character ’s movement speed is often determined by their class and race , there are other ways the party can hike this to gain the advantage in conflict .
[ admonish : This clause hasspoilers for Baldur ’s Gate 3 . ]
When starting out inBG3the party will only have basic tools at their disposal , however as the secret plan move on more skill and spells will become uncommitted . These can help the partystay one step ahead of enemy or take vantage of the environmentindifficultBG3boss fights . From bare feature that all characters can expend to advanced spells and abilities , these point and tricks will help any company in bad moments .

Baldur ’s Gate 3 is imposing in stature and its salutary second are truly memorable , but some former issues with scale suggest an mismatched experience .
10Dash (Ability)
All Characters As An Action, Rogues As Bonus Action
protrude out , there is a very simple crusade option useable to all playable characters : Dash . Dash allows character reference to double their movement upper at the cost of an action , so a fictitious character that can commonly move nine meters/30 - infantry will be able-bodied to move 18 meters/60 - foot . varlet are capable to employ Dash as a bonus activeness , while combatant have the option to use their Action Surge to take the Dash action . Being able to move a bit extra can help maneuver companions into better positions to take vantage of ability such as Sneak Attack .
9Click Heels (Ability)
Gained From The Boots Of Speed In Act 1
Click Heels is an ability granted by the Boots of Speed , which can be found recently in Act 1 . These rarefied boots will be given to the party by Thulla if she is cured of the toxicant affect her . UsingClick Heels is a bonus natural action and doubles the movement amphetamine of the characterwearing them . The status Click Heels survive for only one turn , but while it is alive , all attacks of opportunity made against the wearer are at disadvantage . The Boots of Speed are very utile for earlyBG3frontline fighters who ask to move around a fight without worrying about chance attacks .
8Jump (Ability)
All Characters As A Bonus Action
Another motion ability that might seem obvious is Jump , which is a bonus action inBG3 . How far a eccentric can jump is determined by their Strength sexual conquest , let them to well position themselves in a scrap . There are times whenjumping over to an enemy might be better than just movingdue to a fictitious character ’s jump distance being greater . Jumping is a neat path to profit the high-pitched background in fights for ranged fighter aircraft for an extra plus two to round gyre .
Jumping has a base range of four and a half meters/15 - metrical foot and is increased by one and a half meters/5 - pes for every two points of Strength a character had above 10 . So Gale would have a jump distance of only 15 - substructure while Karlach ’s would be 30 - foot with her Strength score of 17 .
7Freedom Of Movement (Level Four Abjuration Spell)
Bards, Clerics, Druids
exemption of movementis a spell thatstops movement speed from being shrink by difficult terrain such as ice , grease or mud . Although it be a spell slot and can only bear upon one prey , freedom of movementalso preclude that part from being paralyzed or restrained and lasts until the political party ’s next foresighted balance . This is a great charm to use on the company ’s tank or healer in prep for a big fight , letting them move around unconcerned by any enemy or environmental obstacles .
6Force Tunnel (Ability)
Gained From Illithid Powers
For those willing to featherbed in absorbing Modern mind flayer polliwog and unlock theillithid powersthey hold , then Force Tunnel is a corking ability . This ability can be used as an action andallows the character to turn on forth nine meters/30 - feet , force all enemies in their way out of the way . Force Tunnel recharges on a shortsighted respite and opens up newfangled , interesting ways to move around in a engagement , as this movement does not provoke attack of chance . foe are knocked four meters/13 - substructure back with no deliverance throws , and , best of all , any allies in the way are n’t affected .
Force Tunnel is part of the first set of illithid powers a character can unlock and is mechanically unbolted if the Astral - Touched Tadpole is used .
5Longstrider (Level One Transmutation Spell)
Bards, Druids, Wizards, Rangers, Arcane Tricksters, Eldritch Knights
Longstrideris a howling spell thatincreases the quarry ’s effort amphetamine by three meters/10 - feet . The effects oflongstriderlast until the company ’s next retentive rest , and can be cast as a ritual at the head start of each mean solar day . As the character who castlongstridermust keep the piece prepared in rules of order for the buff to stay , this is a pure role for a pensionary who can then stay in bivouac .
4Enhanced Leap (Level One Transmutation Spell)
Druids, Sorcerers, Wizards, Rangers, Arcane Tricksters, Eldritch Knights, Githyanki
raise leapis another great magical spell that is useful in and out of combat to reach high - up areas or spring across large distances . With this spellthe target ’s jump distance is triple for 10 turnsand for eminent Strength characters such as Lae’zel and Karlach this can get really fun . Enhanced leapis best cat out of combat before entering a fight or before switching to turn - based mode , as this way , it can be cast as a ritual without burn a trance slot .
3Haste (Level Three Transmutation Spell)
Sorcerers, Wizards, Circle Of The Land Druids, Lore Bards, Oath Of Vengeance Paladins, Potion Of Speed
Hasteis a magnificent and well - knownBG3spell that grants point the hastened shape . With this condition , characters advance plus two to their AC , have advantage on Dexterity rescue throw , one supererogatory action each turn , and have their movement speed doubled . Of of course , all this has a downside , too , as oncehastewears off , the character will be unenrgetic and ineffectual to move or take action for one turn .
The hurry spell is compactness , so a serious agency to get the same effects is to apply potions of speed , which , although only lasting three turns , do not cost a spell slot and , if thrown , can hit multiple allies .
Baldur ’s Gate 3 has piles of great potion to find , purchase , and craft , but players should keep these 10 in their inventory at all times .

2Fly (Abilities And Spells)
Illithid Powers, Scrolls, Potions, Equipment, Class Actions & Level Three Transmutation Spell
fly is a great way to get around inBG3 , and there are several ways to achieve this . The most common ways will be using Ulysses Grant trajectory , a third - level spell available to sorcerers , warlocks , wizards , as well as certain druid and bard subclasses , or through a potion of flying , which can be bought or made . Whatever method used to gain flight , the ability can open up the battlefield and exploration enormously , asflight typically use a character ’s movement rather than an action .
1Misty Step (Level Two Conjuration Spell)
Sorcerers, Warlocks, Wizards, Circle Of The Land Druids, Oath Of The Ancients & Vengeance Paladins, Gloom Stalker Rangers, Lore Bards, Arcane Tricksters, Eldritch Knights, Githyanki
Misty stepis one of the best ways to heighten mobility inBaldur ’s Gate 3due to the contraption of its use and the sheer number of socio-economic class and subclasses that have access to it . Misty stepcan beused as a incentive action at law to teleport the castor to an untenanted spacethey can see within scope . This motion does not provoke attacks of chance and is a antic way to get spellcasters out of foxy muddle if they find themselves wall .








