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<br>At sixth level, Giant Barbarians gain Elemental Cleaver. This allows them to add acid, cold, fire, lightning, or thunder damage to their weapon while raging, and also adds the Thrown property to their weapon when used. Additionally, weapons under the effect of Elemental Cleaver will be returned to your hand immediately after being thrown, allowing for greater flexibility in throwing weapon builds. The elemental damage behaves like a damage rider when throwing the weapon, meaning the elemental damage is boosted independently by things like the Rage buff, Tavern Brawler, or the Ring of Flinging. This allows you to achieve much higher damage than expected with weapons enhanced using Elemental Cleaver.<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>These allow the Berserker to perform an additional attack or Throw a nearby object/creature, respectively, and each only uses a Bonus Action. This allows the Berserker to dish out extra damage on every turn while raging, making them an excellent choice for players who want to prioritize damage output.<br><br>The Wildheart Subclass, likely a reimagining of the Totem Warrior from D&D 5e Tabletop, chooses a Bestial Heart at level three. Each Bestial Heart offers different bonus effects while the Barbarian is raging, along with access to a special action while raging, as the table below shows:<br><br>When a Rogue has Expertise in a skill, their normal Proficiency bonus is doubled for that skill. So, as long as a Rogue is proficient in Stealth, that Proficiency bonus increases when they choose to gain Expertise in Stealth as well.<br>Since Rangers have proficiency with all martial weapons, they can achieve a ton of flexibility by using finesse weapons. Along with the usual suspects (Daggers, Shortswords, Scimitars, and Rapiers), there are also three unique finesse weapons in the game from weapon types that aren't usually finesse weapons. These are Phalar Aluve (longsword, Act 1, in the Underdark), Larethian's Wrath (longsword, Act 1, sold by the trader in the Githyanki Creche), and The Dancing Breeze (Glaive, Act 3, sold by Exxvikyap in Rivington.)<br><br> <br>Lore And Game Information What is Avernus? Biggest Rules Changes From Dungeons and Dragons Fifth Edition The History of the Baldur’s Gate Series The Baldur's Gate Games Listed In Chronological Order (Including DLCs) What is Avernus? Harper Faction Explained What is the Shadowfell? Baldur's Gate 3's Absolute Plot Simplified and Explained Why Githyanki and Illithids Hate Each Other Who Is The Guardian? (Explained) Withers' True Identity Explained What is the Strange Ox in [https://www.baldursgate3fans.com/articles/karlach-s-thirsty-fanbase-in-baldur-s-gate-3-obsessions-and-reactions.html Baldur's Gate 3]? What Is The Absolute? What Is The Absolute? What is an Elder Brain? The Gods of Baldur's Gate 3 Explained Should You Use Tadpoles and Illithid Powers? All Drow Houses In Baldur's Gate 3 Explained Things That Make No Sense In The Story Choices That Make No Sense In The <br><br>For ranged combat, players should pick up the Spellthief bow from Arron at the Druid Grove, allowing them to restore a first level spell slot the first time they land a critical hit each short rest. This can be helpful during the early-game where spell slots are few. The Joltshooter longbow can also be found in Act 1, as a reward for rescuing Councilor Florrick at Waukeen's Rest, and allows the Ranger to build up lightning charges and dish out extra damage with their attacks.<br><br>At level Six, Wild Magic Barbarians gain three "Bolstering Magic" abilities, which allow them to provide a bonus to themselves or an ally in melee range. They can use "Bolstering Magic: Boon" to add a 1d4 bonus to attack rolls and ability checks or use their Bolstering Boon to restore a single level one, two, or three spell slot.<br><br>This can make them a valuable addition to caster-heavy teams. At level 10, a Wild Magic Barbarian gets the ability "Unstable Backlash." This allows them to create a new Wild Magic surge (replacing the old one) whenever they take damage or fail a saving throw while raging. This helps to increase the chaos they cause in battle.<br><br>At level five, a Beast Master gains "Companion's Bond," adding their proficiency bonus to the damage rolls and AC of their Animal Companion. This also causes each animal companion to gain more HP and higher AC, along with some new abilities, as shown in the table below:<br><br>The three Drow cantrips – Dancing Lights, Faerie Fire, and Darkness – are all situationally useful, too. Faerie Fire, granted at Level 3, is the most useful as it grants Advantage on all attacks against affected targets.<br> <br>One of the best reasons Martial Classes excel in fighting up close is their capability of striking back, whether through Reactions or during their turn. With Rippling Force Mail , Martial Classes have more incentives for getting struck multiple times while being surrounded, especially when its Force Absorption effect can slowly build up for not just lesser damage taken but also repel attacks back at oppone<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.