Here’s everything you need to know about Customization Mode in Baldur’s Gate 3.
In the fifth patch for Baldur’s Gate 3, Larian Studios performed its typical touch ups, fixes, and balancing.It also adds two new ways to experience Baldur’s Gate 3’s campaign: the Honor Mode and the Custom Mode.The former maximizes the game’s difficulty, while the latter lets players play the game the way they want.
How much can players influence when they start the game, and what are the limitations of the modes once the game starts?This guide will answer all of this for curious players.Baldur’s Gate 3 is ultimately about playing on your own terms within the rules of the world, and with Customize Mode, players can tweak some of those rules for themselves.
How do I activate Customization Mode?
To activate Custom Mode, players simply need to start a new game from the menu and then select it when choosing the difficulty.It is the option on the right.Custom Mode is also open to players if they fail in Honor Mode.Players can continue playing in Custom Mode from where they last saved, they just won’t be rewarded for completing Honor Mode.
Note: Custom Mode cannot be used in multiplayer games or pre existing campaigns.Players must either start a new game or switch to it from a failed Honor Mode run.

What rules can be adjusted in Custom Mode?
The following settings can be adjusted in Custom Mode:
- Single Save: sets whether players can keep multiple saves in the campaign.
- Individually determines whether enemy aggression, character power, enemy equipment, and other combat mechanics follow the rules of Explorer, Balanced, or Tactician difficulty modes.
- Proficiency Bonus: Determines how much of an attribute bonus (from 0 to 4) is added to skill checks for proficiency skills.
- Enemy Bludgeoning: determines if enemies can inflict bludgeoning on the team.
- No Death Immunity: if turned on, teammates are knocked down and stabilized without risking death by losing their death immunity on their turn.
- Disable Free First Strike: if on, attacking before the start of combat will consume that character’s turn.
- Camp Consumption Multiplier: the average consumption for a long rest is 40 (80 for a tactician); determine whether this number is halved, unchanged, or increased (up to 120).
- Short Rest Full Heal: if turned on, taking a short rest rest restores full blood instead of half.
- Trade Price Modifier: determines the price of the store and the value of items the player can sell.
- Multiple Professions: If turned on, each character can choose an additional profession when they reach level 2.
- Always Prompt Reactions: If turned on, reactions that can pause the game (triggers in combat that allow characters to react) will do so.
- Hide NPC’s lifesteal: if turned on, the player cannot see how much lifesteal an NPC has.
- Hide failed Perception checks: if turned on, the player won’t know if an automatic check fails in the environment (e.g., finding traps or hidden treasure chests in the world).
- Hide passive checks in dialog: if turned on, the player will not know if a check fails in dialog (a successful check usually reveals information or unlocks a new dialog option).
- Preview difficulty of dialog checks before casting: if turned on, players can see how hard a check is before making it in dialog.
- Hide Difficulty Level on Throw: if turned on, players cannot see the number their throw must reach to pass the check.
Finally, it is important to note that whatever a player chooses for a single save or multiple careers cannot be changed once the campaign begins.