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High ground rules

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High ground is an important mechanic in Baldur's Gate 3 combat. Holding high ground over enemies grants a number of benefits including increased range and attack roll bonuses.

Attack roll modifiers[edit | edit source]

Targeting an enemy with an attack that will receive the +2 High Ground bonus to the attack roll.
Targeting an enemy with an attack that will suffer the -2 Low Ground penalty to the attack roll.

If there is a sufficient elevation difference between an attacker and target, an elevation modifier will be applied to the attack roll. At 2.5 m / 8 ft above a target, an attacker will receive a +2 "High Ground" bonus to attack rolls. At 2.5 m / 8 ft below a target, an attacker will suffer a -2 "Low Ground" penalty to attack rolls. When targeting an enemy, this modifier will be displayed below its hit points bar with other modifiers.

The Sharpshooter Sharpshooter feat will remove this low ground penalty for ranged weapon attack rolls.

These high ground rules apply to all attack rolls, even melee ones. However, since melee attacks rarely have a long enough range for elevation to matter, it usually only matters for ranged attacks. There are a few exceptions such as Thorn Whip Thorn Whip (a melee spell attack with a range of 9 m / 30 ft), Fangs of the Fire Snake Fangs of the Fire Snake (a melee unarmed attack with a range of 6 m / 20 ft), Diving Strike Diving Strike (which requires jumping from a higher elevation anyway), or Charger Charger (when charging up or down a slope with a large enough elevation change). On the other hand, attacks with Extra Reach weapons do not have extended vertical reach so they will not have sufficient vertical range for high ground modifiers to apply.

Range extension[edit | edit source]

Normally for range considerations, only the horizontal distance between an attacker and target matters and the vertical distance is ignored. That is, the targetable region of an ability is a vertical cylinder[note 1] with a radius equal to the ability's range, and not a sphere.

Most ranged abilities[note 2] gain increased range when targeting enemies at a lower elevation equal to the elevation difference. For example, a ranged weapon attack (range of 18 m / 60 ft) against a target 9 m / 30 ft below has a maximum horizontal range of 27 m / 90 ft. In this case, the true distance between the attacker and target is
which is well beyond the normal range of the attack. There is no corresponding range penalty when attacking a target at a higher elevation.

Ranged weapons have a maximum effective range which is equal to the normal attack range. Beyond this range, the attacker will suffer a "Target outside normal range" penalty which applies Disadvantage Icon.png Disadvantage to the attack roll. Unlike attack range, this effective range is not extended by the high ground range extension. It is also measured using the true distance between the attacker and target, not just the horizontal component. Thus, maximum attack range and effective weapon range are equal at level elevations, but diverge when dealing with elevation differences. This means this penalty will only be encountered when extending the attack range with elevation, particularly high ground range extension. Spell attacks do not have a maximum effective range and will not suffer this penalty when attacking beyond normal range.

Footnotes[edit | edit source]

  1. For most ranged abilities, the height of this cylinder is infinite (either TargetFloor and TargetCeiling values are -1, or it has the RangeIgnoreVerticalThreshold spell flag). For melee ranged abilities, the height of this cylinder usually does not extend above the height of the character (TargetCeiling value of 0).
  2. These are all abilities with the HasHighGroundRangeExtension spell flag.