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00:00:00 – 00:21:18
The video provides a detailed guide on selecting races in Baldur's Gate 3, emphasizing personal preferences and role-playing over min-maxing. Each race possesses unique traits and abilities: Dragonborn are linked to elemental attacks, Half-Orcs boast resilience and bonus critical hits, and Elves combine weapon skills with advantages against sleep and charm spells. High Elves, Wood Elves, and Tieflings offer additional cantrips and spells, while Githyanki excel in skills and armor proficiencies. Dwarves, including sub-races like Gold, Shield, and Duergar, are resilient with additional hit points and combat proficiencies. Half-Elves and Halflings blend traits from other races, gaining advantages like extra spell options and re-rolled failed rolls. Finally, Gnomes excel in mental attribute checks with specific sub-race benefits amplifying their strengths. The game uniquely reacts to race choices, adding depth to character interactions. Ultimately, the recommendation is to choose a race that enhances your enjoyment and role-playing experience, acknowledging viewer support at the end.
00:00:00
In this part of the video, Mortum provides a guide on the races available in Baldur’s Gate 3 and how to select which ones to play. He emphasizes that the main consideration when choosing a race should be personal preference, specifically which one looks the coolest to you. Mechanically, there’s not much difference between races due to the game’s use of a plus two plus one system for ability scores, offering more role-playing opportunities. However, each race still has unique features and abilities that can be beneficial. For example, the githyanki have a proficiency in medium armor, which allows spellcasters who don’t usually have this proficiency to gain it without spending a feat. Mortum highlights that while min-maxing is possible, the game primarily focuses on role-playing. He then begins to discuss individual races, starting with the Dragonborn, noting that it has the most sub-races but all are relatively simple.
00:03:00
In this part of the video, the host discusses the various racial traits and benefits of Dragonborn, Half-Orcs, and Elves in a role-playing game. Dragonborn are associated with specific elements that grant them a breath attack and resistance to that element, though their abilities don’t scale well with level progression. Half-Orcs have notable features like Savage Attack, which enhances critical hits, and Relentless Endurance, which prevents them from being fully downed once per event, as well as dark vision. Elves offer Fey Ancestry, giving advantages against being Charmed and immunity to magical sleep, along with dark vision and proficiency with certain weapons, making them a strong choice for ranged builds.
00:06:00
In this segment, the video discusses the differences and attributes of High Elves, Wood Elves, and Tieflings in a role-playing game context. High Elves get to choose a cantrip from the Wizard spell list, with Firebolt being a common choice for its ability to set things on fire. Wood Elves have an additional five feet of movement speed, beneficial for melee characters like rogues or monks who benefit from increased mobility.
The discussion then shifts to Tieflings, who possess Hellish Resistance (fire damage resistance) and Dark Vision. Tieflings can choose from three sub-races—descendants of Arch Devils Asmodeus, Mephistopheles, or Zariel—each providing different cantrips and additional spells as they level up. For example, Zariel grants Searing Smite and Branding Smite at subsequent levels, while Asmodeus provides Hellish Rebuke and Darkness. These abilities can be used once per long rest without consuming a spell slot, adding strategic options for the player.
00:09:00
In this segment of the video, the narrator discusses the features of different characters and races in a game. Mephistopheles provides the spells “burning hands” at level three and “flame blade” at level five, but the narrator suggests choosing a class specifically designed for spellcasting rather than building a character solely for these abilities. The drow, a feared culture living in the Underdark, serve the evil deity Loth but can belong to dichotomous sub-races (Lolth-sworn and Seldarine). They have dark vision, weapon proficiencies, and receive racial abilities like “fairy fire” at level three and “darkness” at level five. On the other hand, humans are portrayed as tenacious and versatile. They get the “human versatility” feature, which grants an extra skill proficiency and increases their carrying capacity by 25%. They also have “civil militia,” providing weapon and light armor proficiencies. However, humans lack sub-races, making their benefits somewhat limited.
00:12:00
In this segment of the video, the host discusses the attributes and advantages of the Githyanki race in a role-playing game. They highlight that Githyanki characters gain “Astral Knowledge,” allowing proficiency in every skill for a chosen ability (e.g., strength, wisdom, charisma) for an entire day. Additionally, Githyanki have “Martial Prodigy,” granting proficiency with light and medium armor and various swords, which is beneficial for classes that typically do not have armor proficiencies. They also gain spell abilities such as an invisible Mage Hand at level 1 and, at higher levels, Enhanced Leap and Misty Step. These features make Githyanki a versatile race, although they might be overlooked due to their alien appearance. Their thematic background includes a history of escaping mind flayer enslavement. The segment then briefly transitions to discussing dwarves, noting their shorter movement range but mentioning the useful class features they receive, such as Dwarven resilience, dark vision, and Dwarven combat training.
00:15:00
In this segment of the video, the focus is on the proficiencies and features of various dwarf sub-races and other races like half-elves and halflings in a game, likely Dungeons & Dragons. The gold dwarves are highlighted for their extra hit points, making them great tanks. Shield dwarves gain light and medium armor proficiency, competing with githyanki in specific scenarios. The duergar, or dark dwarves, are noted for their resilience against illusions, charms, and paralysis, with additional benefits like Superior dark vision and spells such as enlarge and invisibility that can be useful for rogue characters.
Half-elves blend features from elves and humans, bringing Fey ancestry with advantages against charms and immunity to magical sleep, regular dark vision, and sub-race options that add various benefits like additional spells or increased movement speed. Halflings, with their 25-foot movement speed, have advantages against fear with the Brave trait and can re-roll failed rolls due to the Lucky trait. Lightfoot halflings gain stealth advantages, making them excellent rogues, while strongheart halflings have resilience against poison. These details help players choose the best race and sub-race for their character builds in the game.
00:18:00
In this part of the video, the focus is on the features of the gnome race in a game. Gnomes have advantages on Intelligence, Wisdom, and Charisma saving throws, enhancing their ability to pass mental attribute checks. The gnome sub-races are Rock, Forest, and Deep. Rock gnomes gain expertise in history checks and have dark vision; Forest gnomes can cast “speak with animals” once per day and also have dark vision; Deep gnomes benefit from enhanced stealth checks and Superior dark vision, making them ideal for roles like ranged Rogue. The video also highlights how the game uniquely reacts to different races and sub-races through special dialogue options and interactions. The overall message is to choose the race you find most enjoyable, as race affects character building only in specific instances.
00:21:00
In this segment, the speaker expresses sincere gratitude to the viewers for watching the video, wishes them wisdom, and hopes they have an amazing day. Background music is played throughout this part.