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Baldur's Gate 3 begins with players' hero(s) being captured by a Mindflayer and brought aboard an Illithid Nautiloid (A flying Organic Ship made of tentacles and nightmare fuel). This leads to them being infected with Illithid Tadpoles, horrible nightmare leeches that hide behind the victim's eye and begin the horrifying process known as "Ceremorphosis".

Finding a way to remove the Tadpoles is a huge part of the party's motivation in Baldur's Gate 3, but having parasites that will eventually transform them into Mindflayers after devouring their brains isn't without its benefits. After a particularly worrying night where several party members believe the process of Ceremorphosis might be starting, the party awakens with a new set of powers derived from their parasites. These Illithid Powers offer additional utility in combat and can be very handy when used properly. In the full release of the game these Illithid Powers will instead be unlocked via a dedicated skill tree by using Tadpoles obtained from other infected during gameplay.

After the full release of the game, this article will be updated to include the new powers accessible via the skill tree, but for the time being, it will only feature the powers unlockable in the Early Access Build.

Related: Baldur's Gate 3: How to Save

Stage Fright (Bard)

Baldur's Gate 3 Bard Performing in Hell

This Power allows the Bard to afflict a target with "Stage Fright" if they fail a Wisdom Saving Throw. This causes them to have disadvantage on attack rolls and take 2d6 psychic damage whenever they miss an attack. This effect ends as soon as they successfully land an attack.

Endless Rage (Barbarian)

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This Tadpole Power allows the Barbarian to deal an additional 1d4 weapon damage while raging, at the cost of taking 1d4 psychic damage each turn. Since Rage will end early if the Barbarian does not receive or deal damage on a turn, this effectively prevents the Barbarian's Rage from ending early.

Fracture Psyche (Paladin)

Baldurs Gate 3_Paladin_Oath of Devotion

This allows the Paladin to attempt a psychic attack on a foe within 18m that reduces their Armor Class if successful, making them easier to hit with attacks. This is fantastic for helping the party deal with any target with high AC.

Horrific Visage (Sorcerer)

This Power allows a Sorcerer to restore two Sorcery Points while also dealing psychic damage to nearby foes for up to three turns. This can be great when a Sorcerer is low on spell slots or desperately needs access to their metamagic but has run out of points.

Reflective Shell (Wizard)

Gale as a Wizard

A defensive power with tremendous Utility, Reflective Shell creates a barrier around the Wizard that reflects incoming projectiles back at their sender. While powerful, this ability is technically illusory in nature and thus has no effect on enemies that don't rely on sight or are able to see through illusions.

Supernatural Attraction (Warlock)

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A Power that can be hugely useful when navigating difficult areas or fighting multiple foes across a battlefield, Supernatural Attraction allows the Warlock to teleport to any ally who has a Tadpole. This essentially means any of the Origin characters and has a range of 18m, allowing the Warlock to instantly zip to an ally in need whenever necessary. As this only uses a bonus action, the Warlock is still able to attack, move, and cast spells after using this.

Inkblot (Rogue)

Astarion in Baldurs Gate 3

This Power allows the Rogue to create a small patch of magical darkness centered on themselves and immediately hide, effectively removing them from the vision of all foes. This can be excellent for escaping a dangerous situation or getting some breathing room to heal and line up an attack. It's important to note that ranged attacks cannot be made into or out of the darkness.

Survival Instinct (Cleric)

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This ability allows the Cleric to infuse a target with psionic force, allowing them to avoid falling unconscious and regain 3d4 HP when they hit 0 HP. This is particularly valuable when used on party members who are likely to be targeted in battle. (For example, a Paladin using Compelled Duel to draw enemy attention)

Psionic Pull (Fighter)

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This ability is another simple but powerful one, allowing the Fighter to pull a creature or object within 18m toward them. This can be used to retrieve items over gaps and from dangerous areas, while also allowing the Fighter to rip their foes into melee range.

Force Tunnel (Ranger)

A ranger character in Baldur's Gate 3

This Tadpole Power allows the Ranger to charge forward 9m while shoving any creature or object in their path 13m away from them. This can be great for repositioning the Ranger while getting troublesome foes out of melee range.

Repulsor (All Classes)

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This Tadpole Power allows the user to create a wave of force that deals 2d6 force damage to all creatures and objects in range while also pushing them back 6m. A successful strength-saving throw halves the damage taken. This is most useful when the user is surrounded, allowing them to clear a path to reposition without taking attacks of opportunity.

Aberrant Shape (Druid)

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This ability allows the Druid to transform into an Intellect Devourer, which can deal Psychic Damage. Simple but effective, this provides the Druid with access to Psychic damage and an extra pool of hit points that enemies will need to deplete.

Baldur's Gate 3 Launches on the 3rd of August 2023 for PC and Mac, and on the 6th of September 2023 for PS5.

More: Baldur's Gate 3: Wares Explained