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<br>The Urchin background grants proficiency in Sleight of Hand and Stealth, so these two classic Rogue options are removed from their massive list of 11 possible skills. Charlatans lose Deception and Sleight of Hand, while Guild Artisans lose Persuasion and Insight.<br><br>In addition to everything you unlock while leveling as a Cleric,  [https://Www.baldursgate3fans.com/articles/unveiling-the-horrors-of-baldur-s-gate-3-s-brain-jars.html www.baldursgate3fans.com] your Subclass also determines what you unlock at certain levels. As a Cleric, you can select a subclass at Level 1, in the character creation menu.<br><br>If you are dead set on including a character in your party, simply talk to Withers to respec them to one of the optimal Cleric companion classes listed above. This way, you won't miss out on that character's questline, and you won't have to suffer from an improperly balanced party.<br><br>If you are dead set on including a character in your party, simply talk to Withers to respec them to one of the optimal Rogue companion classes listed above. This way, you won't miss out on that character's questline, and you won't have to suffer from an improperly balanced party.<br><br>At level three, Light Domain Clerics gain "Flaming Sphere" and "Scorching Ray" as Domain spells, allowing them a variety of methods to deal fire damage to single targets or large groups and take advantage of flammable environmental hazards (like Grease.)<br><br>However, if the Arcane lifestyle doesn't feel right for you, the Guild Artisan arguably offers the best gameplay improvements for Wizards. The Guild Artisan background grants proficiency in Insight and Persuasion, the latter of which Wizards don't usually have access to on character creation.<br><br>Since the Battle Master specializes in Combat Maneuvers, they can benefit a lot from weapons with longer reach. Great options early on include the Monster Slaying Glaive (Act 1, Sold by Roah Moonglow at the Goblin Camp), the Sorrow Glaive (Act 1, Inside the Druid Grove's Vault), The Skinburster Halberd (Act 1, in the Inquisitor's Chamber at the Githyanki Creche), The Returning Pike (Act 1, Sold by the Goblin Trader at the Goblin Camp), and the Unseen Menace Pike (Act 1, Sold by the Trader in the Githyanki Creche.) During Act 2 players can grab the Drakethroat Glaive from Roah Moonglow in Moonrise, which allows them to buff weapons with elemental damage and offers tremendous versatility. Lann Tarv, also in Moonrise Towers, sells the Halberd of Vigilance. This Halberd grants its wielder advantage on any attack made as a reaction (ideal for attacks of opportunity) alongside a +1 bonus to initiative and advantage on perception checks. If you choose to free the Nightsong you can also pick up the Moonlight Glaive, which can conjure glowing butterflies around a target via a special attack. These glowing butterflies grant advantage on attacks against that target.<br><br>When Multiclassing using the Eldritch Knight subclass, it's important to understand how spell slots are calculated. The Eldritch Knight subclass isn't a full caster, so only 1/3 of its level (rounded down) is added to the effective caster level when multiclassing. As an example, a level 3 Eldritch Knight with one level in Wizard would have an effective caster level of 2. Eldritch Knight is an excellent defensive subclass thanks to its access to spells like Shield, and it can further strengthen its defenses with Abjuration Wizard levels. This allows them to utilize the Arcane Ward to protect themselves and their allies from incoming damage, charging the ward with every spell they cast.<br><br>The Tempest Domain is granted by gods with power over storms and the skies. They get "Wrath of the Storm" at level one, allowing them to spend their reaction to deal lightning damage to an attacker. If the attacker fails their saving throw against "Wrath of the Storm" they also take some thunder damage. They also get proficiency with heavy armor and martial weapons to help them in getting closer to foes and allow them to act as more of a frontline fighter than other clerics do.<br><br>Level 1 Hexblade Warlocks also receive the "Hexblade's Curse" ability , which curses a target to receive extra damage equal to the Warlock's proficiency bonus whenever the Warlock deals damage to them. It also reduces the number needed to roll a critical hit against that target by 1, and restores HP equal to the Warlock's Proficiency+Charisma Modifier when they kill the cursed target. A Hexblade Warlock gains Shield and Wrathful Smite as level 1 spell options.<br><br>Being a Dwarf means having a slightly reduced total Movement Distance, but what it lacks in mobility it makes up for with Dwarven Resilience, Superior Darkvision, and several weapon proficiencies Clerics don't normally have.<br><br>For equipment, players can take advantage of the ever-useful lightning charge gear found throughout act 1. Martially inclined players can grab the Sparky Points Trident from Waukeen's Rest during Act 1, while those favoring spells as their main source of damage should instead take The Spellsparkler staff.<br>Hexblade Warlocks make a pact with a mysterious entity from the Shadowfell , manifesting as sentient magical weapons forged from shadow. Picking this subclass at level 1 will give you the ability "Hexed Warrior", which grants proficiency in medium armor, shields, and martial weapons. Using "Bind Hexed Weapon" on a weapon of their choice, they can use their Charisma Modifier instead of their Strength or Dexterity when attacking with that weapon, as long as they're proficient. A Hexed Weapon also has a chance of inflicting the Hexblade's Curse on any creature it strikes.<br>
<br>While not always the strongest option, this can be used to activate spells like Blade Ward without giving up an attack. It can even be used to cast True Strike without giving up an attack, though this won't make it useful mid-combat.<br><br>The Owlbear has an enormous HP pool, the ability to increase its own Strength, a close-range AoE, and the ability to jump into battle and knock enemies prone. It's an absolute brute, and becomes the backbone of the best BG3 Druid build soon after acquiring it.<br>The weapons that reduce the target number of critical hits are the Knife of the Undermountain King (Act 1, sold in the Githyanki Creche), The Dead Shot (Act 3), and Bloodthirst (Act 3). Players can also use the Covert Cowl (Act 2, Under the Last Light Inn, held by a monster) to reduce the target number by 1 when obscured, later replacing it with Sarevok's Horned Helm during Act 3 since that doesn't require the wearer to be obscured. The Shade-Slayer Cloak in Act 3 does the same, but only while obscured. Combining these items can be incredible for dealing huge amounts of damage.<br><br>Players looking for more consistent damage, as opposed to the extreme highs and lows of Glaives and Greataxes, should pick up a greatsword. Excellent options in Act 1 are the Everburn Blade, Svartlebee's Woundseeker, and Jorgoral's Greatsword. The Soulbreaker Greatsword and Sussur Greatsword are also decent picks, with the former being especially valuable if playing a Githyanki. During Act 3, non-gith characters should grab the Sword of Chaos or Balduran's Giantslayer for best results, while Githyanki should instead obtain the Silver Sword of the Astral Plane.<br><br>Each of [https://Www.baldursgate3fans.com/articles/baldur-s-gate-3-photo-mode-revolution-epic-selfies-mustache-mayhem-unleashed.html baldur's Gate photo mode] Gate 3 's classes offers different abilities and utility to a character in combat, dialog, and exploration. Each class has something different to offer the player and the party, and the Barbarian is no different in that regard.<br><br>The Circle of the Moon Druid also gains access to more powerful Wildshape forms faster than other subclasses, gaining the Deep Rothe form at level 3 rather than level 4, for example. They also gain some Wildshape forms that the other subclasses do not have access to, like the Dire Raven (level 3).<br><br>At level three, the Druid learns "Blindness" and "Detect Thoughts" as additional spells which are always prepared. This allows them to temporarily blind their foes and read minds with ease. At level four, they learn an additional cantrip. Level 5 has them learn "Animate Dead" and "Gaseous Form," letting them create undead allies from nearby corpses and transform someone into a gaseous entity to move through tight spaces and/or better evade damage.<br><br>The Eldritch Knight serves as a way for Fighters to gain limited access to magic and, as a result, the ability to buff themselves and inflict elemental damage. Since they cast spells using the Intelligence stat, the Eldritch Knight subclass is particularly well suited to the Githyanki race's default bonus stats, though the full release allows players to adjust racial stat bonuses however they wish.<br><br>The main benefits of Half-Orcs in BG3 are these two passives, called Savage Attacks and Relentless Endurance. Savage Attacks increases damage dealt by Critical Hits, while Relentless Endurance prevents Fighters from going down when they get to 0 HP once per Long Rest. For this Circle of the Moon build, which capitalizes on the Druid's abilities in melee combat, Half-Orcs offer the most impactful racials.<br><br>No matter which Sorcerer background you choose, make sure to get the Persuasion proficiency . Both Deception and Insight serve as equally viable backups for the sake of unlocking dialogue options, but Deception tends to come up more often. If you get Persuasion through the Noble background, pick up Insight or Intimidation instead.<br><br>Draconic Bloodline Sorcerers are able to not only more easily control The Weave than Wild Magic users, but they also have better survivability than the Storm Sorcery subclass thanks to the extra HP and Draconic Resilience passive, which boosts Armor when not wearing any (aside from robes).<br><br>Updated on the 25th of April, 2024, by Thomas Hawkins: With the release of Baldur's Gate 3's long-awaited Patch 8, every class has gained a new subclass. In the case of the Barbarian class, they may now choose the Path of Giants subclass, allowing them to channel the elemental strength of giants to grow in size and throw their enemies around in various ways. They may also empower their weapons with elemental damage and the thrown property, allowing them to easily hurl greatswords and other two-handed weapons. This guide has been updated to discuss the new subclass, multiclassing options that pair well with it, and equipment that works particularly well with this subclass.<br><br>The Necromancy School is excellent on its own, but can also benefit greatly from mixing in the Circle of Spores Druid. With the ability to raise powerful undead using Wizard Spells and weaker cannon fodder as a reaction using Spore Druid, players can quickly magic up a small army once enemies start dying. Whether multiclassing or not, players should pick up the Necromancy of Thay book in Act 1 and unlock its secrets. This will eventually earn players a powerful new ability, summoning a squad of Ghouls to assist them once per long rest.<br>

Revision as of 13:32, 7 November 2025


While not always the strongest option, this can be used to activate spells like Blade Ward without giving up an attack. It can even be used to cast True Strike without giving up an attack, though this won't make it useful mid-combat.

The Owlbear has an enormous HP pool, the ability to increase its own Strength, a close-range AoE, and the ability to jump into battle and knock enemies prone. It's an absolute brute, and becomes the backbone of the best BG3 Druid build soon after acquiring it.
The weapons that reduce the target number of critical hits are the Knife of the Undermountain King (Act 1, sold in the Githyanki Creche), The Dead Shot (Act 3), and Bloodthirst (Act 3). Players can also use the Covert Cowl (Act 2, Under the Last Light Inn, held by a monster) to reduce the target number by 1 when obscured, later replacing it with Sarevok's Horned Helm during Act 3 since that doesn't require the wearer to be obscured. The Shade-Slayer Cloak in Act 3 does the same, but only while obscured. Combining these items can be incredible for dealing huge amounts of damage.

Players looking for more consistent damage, as opposed to the extreme highs and lows of Glaives and Greataxes, should pick up a greatsword. Excellent options in Act 1 are the Everburn Blade, Svartlebee's Woundseeker, and Jorgoral's Greatsword. The Soulbreaker Greatsword and Sussur Greatsword are also decent picks, with the former being especially valuable if playing a Githyanki. During Act 3, non-gith characters should grab the Sword of Chaos or Balduran's Giantslayer for best results, while Githyanki should instead obtain the Silver Sword of the Astral Plane.

Each of baldur's Gate photo mode Gate 3 's classes offers different abilities and utility to a character in combat, dialog, and exploration. Each class has something different to offer the player and the party, and the Barbarian is no different in that regard.

The Circle of the Moon Druid also gains access to more powerful Wildshape forms faster than other subclasses, gaining the Deep Rothe form at level 3 rather than level 4, for example. They also gain some Wildshape forms that the other subclasses do not have access to, like the Dire Raven (level 3).

At level three, the Druid learns "Blindness" and "Detect Thoughts" as additional spells which are always prepared. This allows them to temporarily blind their foes and read minds with ease. At level four, they learn an additional cantrip. Level 5 has them learn "Animate Dead" and "Gaseous Form," letting them create undead allies from nearby corpses and transform someone into a gaseous entity to move through tight spaces and/or better evade damage.

The Eldritch Knight serves as a way for Fighters to gain limited access to magic and, as a result, the ability to buff themselves and inflict elemental damage. Since they cast spells using the Intelligence stat, the Eldritch Knight subclass is particularly well suited to the Githyanki race's default bonus stats, though the full release allows players to adjust racial stat bonuses however they wish.

The main benefits of Half-Orcs in BG3 are these two passives, called Savage Attacks and Relentless Endurance. Savage Attacks increases damage dealt by Critical Hits, while Relentless Endurance prevents Fighters from going down when they get to 0 HP once per Long Rest. For this Circle of the Moon build, which capitalizes on the Druid's abilities in melee combat, Half-Orcs offer the most impactful racials.

No matter which Sorcerer background you choose, make sure to get the Persuasion proficiency . Both Deception and Insight serve as equally viable backups for the sake of unlocking dialogue options, but Deception tends to come up more often. If you get Persuasion through the Noble background, pick up Insight or Intimidation instead.

Draconic Bloodline Sorcerers are able to not only more easily control The Weave than Wild Magic users, but they also have better survivability than the Storm Sorcery subclass thanks to the extra HP and Draconic Resilience passive, which boosts Armor when not wearing any (aside from robes).

Updated on the 25th of April, 2024, by Thomas Hawkins: With the release of Baldur's Gate 3's long-awaited Patch 8, every class has gained a new subclass. In the case of the Barbarian class, they may now choose the Path of Giants subclass, allowing them to channel the elemental strength of giants to grow in size and throw their enemies around in various ways. They may also empower their weapons with elemental damage and the thrown property, allowing them to easily hurl greatswords and other two-handed weapons. This guide has been updated to discuss the new subclass, multiclassing options that pair well with it, and equipment that works particularly well with this subclass.

The Necromancy School is excellent on its own, but can also benefit greatly from mixing in the Circle of Spores Druid. With the ability to raise powerful undead using Wizard Spells and weaker cannon fodder as a reaction using Spore Druid, players can quickly magic up a small army once enemies start dying. Whether multiclassing or not, players should pick up the Necromancy of Thay book in Act 1 and unlock its secrets. This will eventually earn players a powerful new ability, summoning a squad of Ghouls to assist them once per long rest.