Summary
One of the greatest things in many RPGs is the multitude of choices you get to make during dialogue, with some causing huge consequences for the outcome of the conversation, andBaldur’s Gate 3does that job exceptionally well. One of the ways it gives you even more choices is through exclusive options triggered by the class you’re playing as - and sometimes even through the subclass.
Some of these changes can be a simple roll with an advantage or an easier difficulty class number to hit, but others can even offer different conclusions to certain conversations, making the dialogue unique, and there are hundreds of variations to play with and find out.

8Barbarians And Their Intimidation
A Good Solution To A Common D&D Issue
Barbarians are always in an odd spot when it comes to intimidating enemies. They often look like brutes who can rip someone apart with their bare hands - and they usually can - but intimidation is something that relies on your Charisma, a quite irrelevant ability score for Barbarians.
Thus, Baldur’s Gate 3 offers a simple solution that triggers in many conversations throughout the game where you can just roll with an advantagefor being a Barbarian,increasing your chances of success and giving you some funny line choices, too.

7Paladins Judging Arabella’s Fate
Be The Voice Of Reason (Or Not)
One of the first big dilemmas is how Arabella’s situation will be solved at the Emerald Grove, which can lead to a massive confrontation between Druids and Tieflings. Whether you’ll help or not is up to you, regardless of which class you’re playing as. But Paladins get an interesting choice here.
By declaringyourself a Paladin(and passing a Persuasion check), they will let you be the judge, where you may hear both sides of the situation and make a choice that both parties will respect. Though it doesn’t affect dice rolls or the outcome a lot, it’s incredibly immersive to see this option there purely for character flavor. You even have a similar situation with the Goblin Sazza.

6Druids In The Grove
A Perfect Role-Playing Segment
This interaction is also another situation where outcomes don’t change much, but it gives you a lot more immersion and flavor. Act 1 has a lot of Druids in the Emerald Grove, sobeing another Druidgives you plenty of unique interactions.
You can talk about your teachings, hold people accountable because of them, and even have easier DCs to beat when persuading people. If you are a Tiefling Druid, you have even more unique lines, contrasting both sides of the Druids and Tieflings' confrontation. You even get a distinct title by saving the Grove.

5Bards And Necromancy Of Thay
Sing Your Problems Away
Bards in this gameare the essence of trying something stupid, and have your Dungeon Master just ask for a roll to see what happens. One of the many instances where this trait shines is when messing with a cursed book of necromancy, which usually demands three rolls from the reader, each harder than the last.
When dealing with the book’s cursed magic, you can opt to sing, of all things, severely lowering the difficulty of these tests and giving you access to the book’s forbidden knowledge.

4Monks And The Stolen Locket
Spreading Peace
Another issue at the Emerald Grove is a short discussion between Meli, a Tiefling child, and Barth, an adventurer whose locket was stolen by Meli, and he wants it back. That usually triggers a whole conversation where you take a side and can then help one of them keep the locket. Andthere’s the Monk.
Through another persuasion check, you’re able to help both of them calm down. Once that’s done, you can start a discussion about the locket’s importance and have both characters reach a peaceful agreement over it. Meli confesses that the locket is similar to his mother’s, and Barth lets him keep it. However, the game leaves it unclear if Meli is being honest or not.

3Sorcerers And Sussur Blooms
What’s A Sorcerer Without Magic?
This interaction stands out for coming out of nowhere and being a whole conversation rather than a single dialogue choice.As a Sorcerer,magic is innate for you, unlike the nerdy Wizards or the soulbound Warlocks. Still, that makes you very vulnerable in an anti-magic field.
When approaching one of the Sussur flowers in the Underdark, a cutscene showing that your character no longer feels their magic triggers, where you’re able to feel calm about it or just panic. Your companions can say many sweet things here about protecting you, too.

2Flirting With Shadowheart As A Selûnite
From Enemies To Lovers
Selûne and Shar are opposite Goddesses, and their followers are in constant confrontation with one another. Nothing stops you from making aCleric of Selûne,making you a sworn enemy of Sharrans (and while Shar isn’t an option, Shadowheart’s Origin allows you to be one, with its unique interactions).
Thus, the bickering you get to do with Shadowheart as a Selûnite is pretty funny, especially if you choose her as a romantic partner, starting a sort of forbidden love story.

1Bards Telling A Joke To Flind
Kill Them With Laughter
When confronted by a dangerous pack of Gnolls, you could think of many different strategies, but only a Bard would use the opportunity to distract these monsters with a joke. And that’s exactly what you can do when interacting with Flind, the main Gnoll from the pack.
The joke will demand quite a difficult Performance check, but the situation is absurd enough to try. A success will have all the surrounding Gnolls laughing for a round of combat, making it the perfect moment to strike.