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Baldur s Gate 3: Best Rogue Class Build: Difference between revisions

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Created page with "<br>At level one, they also have the additional spell options "Faerie Fire" and "Sleep," allowing them to outline targets to grant advantage or just put their enemies to sleep. At level three, they can also choose "Phantasmal Force" and "Calm Emotions," letting them deal repeating psychic damage that will shift damage type to match the last attack that hit the target and allow them to immunize themselves and their allies from being charmed or frightened. Level five adds..."
 
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<br>At level one, they also have the additional spell options "Faerie Fire" and "Sleep," allowing them to outline targets to grant advantage or just put their enemies to sleep. At level three, they can also choose "Phantasmal Force" and "Calm Emotions," letting them deal repeating psychic damage that will shift damage type to match the last attack that hit the target and allow them to immunize themselves and their allies from being charmed or frightened. Level five adds the options of "Plant Growth" and "Blink," letting them create difficult terrain and flicker out of reality after their turn to evade attacks (sometimes Fey Magic is fickle.)<br><br> <br>Overworld Quests & Puzzles – Act One Baldur's Gate 3: How To Save The Owlbear Cub Search The Cellar Guide How To Disable The Guardian Statues How to Free Shadowheart (Woman in Pod) Find Your Belongings Walkthrough How To Save Arabella What Is The Book Of Dead Gods? Baldur's Gate 3: What To Do With The Necromancy of Thay Book How To Disable The Sarcophagus Trap (Overgrown Ruins/Dank Crypt) How To Help Alfira Finish Her Song How to Use The Rune of The Wolf How To Expose Kagha Where To Find The Dowry (& Should You Return It?) How To Save Everyone From The Burning Building How To Rescue Volo How To Save Findal How To Heal Padirna's Legs & Open The Pantry Chest How To Save Liam How To Save Thulla How to Save Barcus Wroot and Find His Pack (Rescue the Gnome Quest) Find a Cure Walkthr<br><br>At level six, Enchantment Wizards gain "Instinctive Charm." This allows them to charm an attacker as a reaction, causing that attacker to attack another target using their reaction if possible. This can be amazing for keeping foes from targeting the Wizard. Level ten has Enchantment Wizards gain the ability "Split Enchantment." This allows their single-target Enchantment spells to target one additional creature, which can be immensely helpful for crowd control and manipulating foes.<br><br>As a Rogue multiclassing options can be hard to nail down, because the class is so focused on stealth throughout all three of its subclasses. One powerful pairing for the Thief rogue in particular is the Gloomstalker Ranger, which requires players to put three points into the Ranger class to unlock.<br><br> <br>Astarion Guides How to Romance Astarion Why Astarion is One of the Best Companions Why You Should Romance Astarion in Baldur's Gate 3 Should You Let Astarion Drink Your Blood? Should You Let Astarion Become Vampire Ascendant in Baldur's Gat<br><br> <br>Points of Interest – Act Three How to Free Counsellor Florrick from Wyrm's Rock Prison How to Sneak into Wyrm's Rock Fortress How To Get Into The Main City How to Get a Room in Elfsong Tavern How to Enter the Temple of Bhaal (Rescue Orin's Victim) How to Open the Sinister Door in Cazador's Palace House of Hope Guide How to Get to Lower City Disable The Steel Watch Walkthrough & Foundry Location Sorcerous Sundries Guide Baldur's Gate 3: Where To Find Sharess' Caress Guide to the Circus of the Last <br><br> <br>Other BG3 Companions Guides How to Romance Minthara How to Recruit Minthara Without Betraying the Grove How to Recruit Minthara Without Betraying the Grove 10 Reasons To Romance Minthara Why You Should Romance Halsin Baldur's Gate 3: Druid Halsin Location 10 Reasons To Romance Halsin How To Befriend Timber (The Squirrel) How to Recruit Minsc How to Recruit Withers How to Get Volo's Ersatz Eye (See Invisibility) How To Romance The Emp<br><br> <br>Compared to the more straightforward Chain Mail Armour players can find in their Baldur’s Gate 3 gameplay, the Chain Mail +2 isn’t just a decent upgrade with its AC 18 provision but also a rather visual level-up with its more regal appearance . Compared to the rather mundane link of chains in the original armour type, the Chain Mail +2 enjoys a default steel on blue robes color scheme, with a decorative tabard with accents on top and a single pauldron on the right side, giving a much-needed stylistic "oomph" to the wea<br><br>Indeed, the Fighter multiclass is one of the most common options for  [https://Www.Baldursgate3fans.com/articles/avowed-s-revolutionary-lore-system-sets-new-standard-for-rpg-accessibility.html Accessible Worldbuilding] players to pick in Baldur's Gate 3 because it doesn't require much investment to see great returns. By putting just two levels into Fighter, players unlock Action Surge, which grants an additional Action for a turn at the cost of a Bonus Action.<br>When it comes to specialized equipment, players should seek out the Staff of Cherished Necromancy in Act 3. This powerful staff gives all creatures disadvantage on saving throws against the wielder's necromancy spells, while also harvesting "Life Essence" from any creature killed with a necromancy spell cast by its wielder. Life essence can then be spent to cast a Necromancy Spell of any level without spending a spell slot, which is incredibly powerful. This staff is dropped by Mystic Carrion in Philgrave's Mansion.<br> <br>Unique Weapons & Equipment How To Get the Phalar Aluve (Sword In The Stone) True Love's Caress & True Love's Embrace Ring Locations How to Get the Sword of Justice How to Get the Gloves of the Automaton How to Get the Potent Robe in Baldur’s Gate 3 Best Items To Get In Act 1 Best Amulets You Can Get In Act 1, Ranked Best Amulets You Can Get In Act 2, Ranked Best Rings You Can Get In Act 2, Ranked Baldur's Gate 3: 10 Best Rings You Can Get In Act Three, Ranked Best Rare Armor Pieces Best Very Rare Armor Pieces Best Rings You Can Get In Act 1, Ra<br>
<br>The Thief Rogue build is based on the Thief subclass that grants an additional Bonus Action in combat, which is ridiculously useful for getting into and out of stealth . Considering how completely busted Stealth is in Baldur's Gate 3 , even with the chances from Early Access, Thief Rogues are sure to dominate damage-wise.<br><br>The Wizard in Baldur's Gate 3 can choose to specialize in any one of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Necromancy, Illusion, and Transmutation. Each subclass choice offers the Wizard abilities relating to their mastery of a chosen school and bonuses when using spells that match their school. This allows players to choose which spell schools they want to get the most out of with that character and is especially useful when scribing spells into the spellbook from scrolls.<br><br>The Illusion school is sadly lacking when compared to many of the other Wizard Subclasses in the game, but does have a ton of utility for stealth. As such, taking Rogue levels can be very beneficial when playing an Illusionist. If going down this path, players could use equipment that lowers the target number for a critical hit (the Covert Cowl , for example) to complement their stealthy approach to exploration and combat.<br><br>Because of the extra Bonus Action, Thief Rogues can virtually always remain Stealthed, or Dash/Disengage to get away with their Cunning Action. Thief Rogues also gain resistance to Fall damage , which comes in handy more often than one might think.<br><br>The [https://www.Baldursgate3Fans.com/articles/baldur-s-gate-3-swarmkeeper-tempest-cleric-build-unleashed.html Swarmkeeper Ranger Tempest Cleric] Ranger subclass allows the Ranger to forge a connection with a swarm of fey spirits , which take the form of either Bees, Jellyfish, or Moths. This swarm provides them with movement and combat benefits, allowing them to weaken foes with status effects, reposition more easily, and apply extra damage to their attacks based on the Swarm's form. At third level, you choose between one of three swarm types:<br><br>Players using the Spellsparkler can enhance their spell damage by picking up The Blast Pendant from a Petrified Drow near the Selunite Outpost. This allows them to convert lightning charges into bonus damage for their next spell. The Necklace of Elemental Augmentation will allow the Wizard to add their intelligence to the damage dealt by any Cantrip that deals Acid, Cold, Fire, Lightning, or Thunder damage, making it an excellent addition to an Evocation Wizard's kit. It can be found in the Inquisitor's Chambers at the Githyanki Creche. The Daredevil Gloves sold by the Merchant in the Creche are also helpful, providing a +1 bonus to spell attack rolls and converting ranged spell attacks into melee spell attacks when an enemy is standing next to the caster. This helps Wizards to dodge the disadvantage from casting spells while threatened.<br><br>At level six, Necromancy Wizards get the abilities "Undead Thralls: Additional Undead" and "Undead Thralls: Better Summons." The former allows them to raise an extra corpse when casting "Raise Undead," while the latter empowers their undead with bonus HP equal to the Wizard's level and adds the Wizard's proficiency bonus to their damage rolls. At this point, the Necromancer is able to create multiple powerful undead to aid them in combat thanks to these two abilities.<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 Fighter in Baldur's Gate 3 is one of the simplest classes to understand when looking at it. The Fighter, as their name suggests, fights. More specifically, the Fighter class is an expert in using weapons and armor of all kinds and can thus adapt easily to different combat situations. The Fighter subclasses each offer more ways for the Fighter to excel on the battlefield, be it through specialized combat maneuvers, the addition of magic to their arsenal, or simply increasing their survivability and critical hit potential.<br><br>They can further supplement this Gish playstyle using items like the Diadem of Arcane Synergy (generating more Arcane Synergy Stats by applying conditions) in conjunction with Phalar Aluve's Shriek ability. Add the Winter's Grasp Gloves or any other item that lets your spells apply a condition for even better results. A surprisingly powerful addition to a Bladesinging Wizard loadout would be the Bonespike Boots, which boost AC and grant access to Brutal Leap, a special ability that knocks enemies over and uses the wearer's spellcasting stat to determine the save DC.<br><br>At level six the Wizard gains "Potent Cantrip," causing creatures targeted with cantrips to take half damage even if they succeed their saving throw against the cantrip. This can be helpful for dealing reliable damage with cantrips. Finally, level ten Evocation Wizards gain "Empowered Evocation," allowing them to add their intelligence modifier to damage rolls with any evocation spells. This extra damage can make a huge difference, and solidifies the Evocation Wizard's role as a weapon of mass destruction.<br>

Latest revision as of 23:28, 7 November 2025


The Thief Rogue build is based on the Thief subclass that grants an additional Bonus Action in combat, which is ridiculously useful for getting into and out of stealth . Considering how completely busted Stealth is in Baldur's Gate 3 , even with the chances from Early Access, Thief Rogues are sure to dominate damage-wise.

The Wizard in Baldur's Gate 3 can choose to specialize in any one of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Necromancy, Illusion, and Transmutation. Each subclass choice offers the Wizard abilities relating to their mastery of a chosen school and bonuses when using spells that match their school. This allows players to choose which spell schools they want to get the most out of with that character and is especially useful when scribing spells into the spellbook from scrolls.

The Illusion school is sadly lacking when compared to many of the other Wizard Subclasses in the game, but does have a ton of utility for stealth. As such, taking Rogue levels can be very beneficial when playing an Illusionist. If going down this path, players could use equipment that lowers the target number for a critical hit (the Covert Cowl , for example) to complement their stealthy approach to exploration and combat.

Because of the extra Bonus Action, Thief Rogues can virtually always remain Stealthed, or Dash/Disengage to get away with their Cunning Action. Thief Rogues also gain resistance to Fall damage , which comes in handy more often than one might think.

The Swarmkeeper Ranger Tempest Cleric Ranger subclass allows the Ranger to forge a connection with a swarm of fey spirits , which take the form of either Bees, Jellyfish, or Moths. This swarm provides them with movement and combat benefits, allowing them to weaken foes with status effects, reposition more easily, and apply extra damage to their attacks based on the Swarm's form. At third level, you choose between one of three swarm types:

Players using the Spellsparkler can enhance their spell damage by picking up The Blast Pendant from a Petrified Drow near the Selunite Outpost. This allows them to convert lightning charges into bonus damage for their next spell. The Necklace of Elemental Augmentation will allow the Wizard to add their intelligence to the damage dealt by any Cantrip that deals Acid, Cold, Fire, Lightning, or Thunder damage, making it an excellent addition to an Evocation Wizard's kit. It can be found in the Inquisitor's Chambers at the Githyanki Creche. The Daredevil Gloves sold by the Merchant in the Creche are also helpful, providing a +1 bonus to spell attack rolls and converting ranged spell attacks into melee spell attacks when an enemy is standing next to the caster. This helps Wizards to dodge the disadvantage from casting spells while threatened.

At level six, Necromancy Wizards get the abilities "Undead Thralls: Additional Undead" and "Undead Thralls: Better Summons." The former allows them to raise an extra corpse when casting "Raise Undead," while the latter empowers their undead with bonus HP equal to the Wizard's level and adds the Wizard's proficiency bonus to their damage rolls. At this point, the Necromancer is able to create multiple powerful undead to aid them in combat thanks to these two abilities.

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 Fighter in Baldur's Gate 3 is one of the simplest classes to understand when looking at it. The Fighter, as their name suggests, fights. More specifically, the Fighter class is an expert in using weapons and armor of all kinds and can thus adapt easily to different combat situations. The Fighter subclasses each offer more ways for the Fighter to excel on the battlefield, be it through specialized combat maneuvers, the addition of magic to their arsenal, or simply increasing their survivability and critical hit potential.

They can further supplement this Gish playstyle using items like the Diadem of Arcane Synergy (generating more Arcane Synergy Stats by applying conditions) in conjunction with Phalar Aluve's Shriek ability. Add the Winter's Grasp Gloves or any other item that lets your spells apply a condition for even better results. A surprisingly powerful addition to a Bladesinging Wizard loadout would be the Bonespike Boots, which boost AC and grant access to Brutal Leap, a special ability that knocks enemies over and uses the wearer's spellcasting stat to determine the save DC.

At level six the Wizard gains "Potent Cantrip," causing creatures targeted with cantrips to take half damage even if they succeed their saving throw against the cantrip. This can be helpful for dealing reliable damage with cantrips. Finally, level ten Evocation Wizards gain "Empowered Evocation," allowing them to add their intelligence modifier to damage rolls with any evocation spells. This extra damage can make a huge difference, and solidifies the Evocation Wizard's role as a weapon of mass destruction.