Balder's Gate 3 classes almost exactly mimic those found in the classic tabletop RPG, Dungeons and Dragons. As such, they operate extremely similarly with appropriate hit die, specializations, and primary stats.
Baldur's Gate 3 Classes
Barbarians are warriors of the wild, wielding primitive gear and relying on their brute strength and rage. Their hit die is a d12 and their primary stat is, of course, Strength.
Barbarians can choose between the Path of the Berserker and the Totem Warrior. Their proficiencies include light and medium armor, shields, and simple and martial weapons.
Bards are the roving musicians of the world. They bring song to the masses, inspiring their comrades and terrorizing their foes with their vocal prowess. Their hit die is a d8 and their primary stat is, unsurprisingly, Charisma.
Bards can belong to either the College of Lore or the College of Valor. Their proficiencies include light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords.
Clerics are priests and holy magic users who use the power of their deity to bring warmth and healing to those around them. They are the champion of their god, living their lives in service to that higher power. Their hit die is a d8 and their primary stat is Wisdom.
Clerics have several domains they can take part in, noted as Life, Light, Trickery, Knowledge, Nature, Tempest, and War. Their proficiencies are light and medium armor, shields, and simple weapons.
Druids are magic users who derive their power from the natural world around them. They spend time in the wilderness, listening to the wind and communing with the elements around them rather than unraveling the arcane. On rare occasion, they have the ability to shape shift. A Druid's hit die is a d8 and their primary stat is Wisdom.
Druids can belong to either the Circle of the Moon or the Circle of Land. Their proficiencies are non-metal light and medium armor, non-metal shields, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, and spears.
Fighters are the classic warrior with knowledge of a variety of weapons, armor classes, and combat techniques. It is among the most common classes due to its exceptional versatility. Their hit die is a d10 and their primary stat can be Strength or Dexterity.
Fighters have three specializations: Battle Master, Eldritch Knight, and Champion. Their proficiencies include all armor, shields, simple and martial weapons.
Monks are masters of unarmed combat, preferring to use the natural abilities of the body in combat instead of weapons and heavy armor. Their hit die is a d8 and their primary stats are Dexterity and Wisdom.
Monks can believe in the Way of the Open Hand, Shadow, or Four Elements. Their proficiencies are simple weapons and shortswords.
Paladins are holy knights imbued with the power of their deity to smite the wicked and bright light to the world. They take a sacred oath from which their deity allows them to wield that power. Their hit die is a d10 and their primary stats are Strength and Charisma.
Paladins can take an Oath of Devotion, the Ancients, or Vengeance. Their proficiencies are all armor, shields, simple and martial weapons.
Rangers are wilderness dwelling archers who prefer to utilize their own skills of survival and the magic of nature to protect themselves and others. They are most commonly found on the fringes of cities and towns. A Ranger's hit die is a d10 and their primary stats are Dexterity and Wisdom.
Rangers can specialize as Beast Masters or Hunters. Their proficiencies include light and medium armor, shields, and simple and martial weapons.
Rogues are stealthy types who typically lurk in the shadows, waiting for the right opportunity to strike whether for blood or for gold—or both. Their hit die is a d8 and their primary stat is Dexterity.
Rogues can specialize as a Thief, Arcane Trickster, or Assassin. Their proficiencies are light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords.
Sorcerers are born with an innate magical ability whether from a random blessing or a specific bloodline. They hone that ability through practice and training with a mentor. The Sorcerer's hit die is a d6 and their primary stat is Charisma.
Sorcerers can choose their power from a Draconic Bloodline or Wild Magic. Their proficiencies are daggers, darts, slings, quarterstaffs, and light crossbows.
Warlocks get their magical power after making a pact with another patron or benefactor—almost comically similar to a Cleric. Warlock patrons can be of any plane but are most commonly from the lower planes—e.g. a Fiend. Their hit die is a d8 and their primary stat is Charisma.
Warlock specializations have to do with their patron, noted as the Fiend, the Great Old One, and the Archfey. Their prophecies include light armor and simple weapons.
Wizards derive their magical power from extreme study of tomes and texts. They learn their spells from books rather than being granted by a patron or taught by a mentor. Their hit die is a d6 and their primary stat is Intelligence.
Wizard specializations are noted as schools which are the School of Abjuration, Evocation, Conjuraton, Divination, Enchantment, Illusion, Necromancy and Transmutation. Their proficiencies include daggers, darts, slings, quarterstaffs, and the light crossbow.