Baldur’s Gate 3’s Wizards can be granted unimaginable power, able to wield some ofthe mightiest spellsin the game. Choosing a race for one can actually be somewhat tricky, though; Wizards don’t synergize especially well with many of the game’s races, either because they are too martially-focused, or because they give you spells that Wizards can already use without much difficulty.

However, certain races do provide bonuses that Wizards will gladly take advantage of; many of them come with helpful defensive abilities that can keep the notoriously squishy class alive. This list will help you decide which race you should choose when playing one of these potent brainiacs.

Rock Gnome Wizard Baldur’s Gate 3

Advantage on Intelligence, Wisdom, and Charisma Saving Throws.

Artificer’s Lore

Add twice your Proficiency Bonus to History checks.

Gnomes are a surprisingly effective racefor any class, largely because Gnome Cunning is exceptional. Effects that target Intelligence, Wisdom, and Charisma can be devastating, and there’s a good chance your Wizard won’t be very good passing checks based around the latter two.

The unique ability of Rock Gnomes effectively gets you Expertise in History. As the only class in the game that uses Intelligence as their primary ability, Wizards already want to be the ones making History checks, and getting Expertise in it as a racial ability allows you to use your Proficiencies somewhere else.

Lightfoot Halfling Wizard Baldur’s Gate 3

Description

Halfling Luck

Single reroll of ones on Ability checks, saving throws, and Attack Rolls.

Naturally Stealthy

Advantage on Stealth checks.

Interestingly, the Halfling’s best ability, Halfling Luck, is actually less good for Wizards than for most other classes. They tend to make fewer Attack Rolls, since many of their best combat spells instead force opponents to make a Saving Throw of some kind.

Still, the ability’s out-of-combat utility is undeniable. And the addition of Brave and the Lightfoot-specific Naturally Stealthy will help keep your Wizard from ending up in a situation they aren’t in control of, where they are often at their weakest.

Human Wizard Baldur’s Gate 3.

Shield And Light Armor Proficiencies

Ability to use shields and Light Armor without penalty.

Shield Dwarf Wizard Baldur’s Gate 3.

Human Versatility

One skill Proficiency of your choice and a 25 percent increase in carrying capacity.

Humans are often looked down on as a race option, since their bonuses tend to be underwhelming. Human Versatility, while definitely versatile, is beaten out by more specialized traits (although it does help Wizards make up for the fact that they almost always dump Strength).

Wood Half-Elf Wizard Baldur’s Gate 3.

What Humans do get is Proficiency in Light Armor and Shields, giving Wizards protection they sorely need. Light Armor won’t always be better than a Wizard-specific robe, but the ability to use shields is basically just free AC.

Advantage against being Poisoned and resistance to Poison damage.

Forest Gnome Wizard Baldur’s Gate 3

Dwarven Armor Training

Proficiency with Light and Medium Armor.

For many races, Shield Dwarves don’t provide much of interest. They get Darkvision and protection from Poison, as all Dwarves do, but their unique ability, Dwarven Armor Training, is wasted on a lot of characters. Wizards, on the other hand, can take great advantage of it.

Githyanki Wizard Baldur’s Gate 3

Wizards are tied with Sorcerers for the lowest hit points in the game, and they usually can’t wear armor at all. The upgrade from simple robes to Medium Armor can make a substantial difference in your AC, and keep your Wizard alive in situations that would normally vaporize them.

Advantage Against Being Charmed And Immunity To Magical Sleep.

Fleet Of Foot

Increased Movement Speed

Wood Half-Elves are basically just a better version of Humans. They get the main thing that make Humans good — Shield and Light Armor Proficiencies — but their other abilities are a significant upgrade over Human Versatility.

In exchange for an extra skill and the ability to carry slightly more things, they get a grab-bag of defensive abilities. Fey Ancestry, Fleet of Foot, and Mask of The Wild all help Wizards avoid trouble before the extra AC armor and a shield give them will even come into play.

Racial Spell

Speak with animals.

The reason to play a Forest Gnome Wizard isn’t based on combat, although (as already mentioned) Gnome Cunning is a spectacular ability for any class. No, Forest Gnomes make great Wizards for roleplay purposes.

While Wizards are the most versatile spellcasters in the game, one of the few things they can’t do is talk animals. And yes, Potions of Animal Speaking are relatively plentiful, but getting that ability as a racial trait removes any possibility of suddenly losing it at the wrong time, and you get access to it right from the start of the game.

Gain limited access toMage Hand, Enhanced Leap, and Misty Step.

Astral Knowledge

Gain Proficiency in all skills associated with a given stat until Long Rest.

Light And Medium Armor Proficiencies

Ability to wear Light and Medium Armor without penalty.

Like Shield Dwarves, Githyanki get Proficiency in Light and Medium Armor, which is nice for all the same reasons. However, Githyanki Psionics is at its worst on a Wizard, since they already have access to all the spells it provides.

But Astral Knowledge is such a good ability it’s basically unfair, and makes up for any other deficiencies. Wizards love knowing stuff, but normally their knowledge is limited to Intelligence-based pursuits. Astral Knowledge allows them to pick and choose to become an expert in areas outside their usual professorial purview.