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<br>At third level, Oath of the Crown Paladins receive two more Channel Oath abilities: "Champion Challenge" and "Turn the Tide." The former compels all targets within 9m/30ft to attack the user over all other targets, giving them disadvantage on attacking any other targets. Turn the Tide will heal all allies and neutral creatures within 9m/30ft for 1d6+Paladin Level+Charisma Modifier. Using these abilities makes it easy for the Oath of the Crown Paladin to draw enemy attention and protect the rest of the party. They also gain the Command and Compelled Duel spells, which are always prepared. At fifth level, Oath of the Crown Paladins will get the Warding Bond and Spiritual Weapon spells too.<br><br>Incandescent Staff (1d6/1d8 Bludgeoning, Quarterstaff, Very Rare): Despite its rather mediocre base damage as a Quarterstaff, its main benefits shine with its Fire Resistance, +1 Ranged Spell Attack, and free casts of Fire Bolt and Fireball. Just Fire Bolt as a Cantrip alone can give the Bard an extra offensive advantage, with Fireball just allowing them to wreak havoc in the battlefield.<br><br>At level six, they gain Misty Escape, letting them turn invisible after taking damage once per short rest. Once invisible they can choose to cast Misty Step on their next turn, though doing so breaks the invisibility effect.<br><br>When it comes to equipment, the Oath of Vengeance Paladin might consider grabbing the Gloves of Heroism, hidden in the Tollhouse in Act 1. These will provide the Heroism buff whenever the Paladin uses a "Channel Oath" ability. Players can then grab the Helmet Of Smiting from the Selunite Outpost (also in Act 1), and purchase the Armor of Devotion from Roah when they relocate to Moonrise in Act 2. The former provides temporary hit points whenever you apply a status effect using a smite spell ( Searing Smite inflicting a burn effect over time, for example), while the latter allows the Paladin to restore a Channel Oath charge at will once per long rest.<br><br>Infernal Rapier (1d8+2 Piercing, Rapier, Very Rare): Getting this weapon for Wyll and then giving this to the team's Bard can give players access to the Planar Ally Spell. While only usable once per Long Rest, this extra Cambion ally can significantly add to the player's overall firepower, especially since it's far stronger than a typical pet.<br>They also gain access to the additional Spell options "Burning Hands" and "Command (Halt)" at level 1, which are unavailable to other Warlocks. This allows them to start fires and freeze foes in their tracks. At level three, they gain access to "Scorching Ray" and "Blindness," too, providing them with further offensive and debuffing capabilities. At level five, they gain "Fireball" and "Stinking Cloud" spells, allowing them to create a debilitating cloud of gas and use one of D&D's most famous damaging spells.<br><br>To create the best BG3 Cleric build, we recommend putting the majority of points into your Wisdom, followed by Constitution and Dexterity. The primary stat for most Life Domain Cleric spells and abilities in BG3 is Wisdom, but Constitution and Dexterity should follow closely behind for survivability and secondary combat bonuses.<br><br>One's choice of deity as a Cleric doesn't affect the game altogether too much, aside from unlocking some unique dialogue options. As a Life Domain build that's focused on healing and support, it makes the most sense to go with either Selûne or Bahamut when it comes to deity choice in character creation.<br><br>To help with their spellcasting, players should also grab the Protecty Sparkswall clothes during Act 1 at Grymforge, which provides +1 to Spell Save DC and boosts their defence while they have lightning charges. For similar reasons, players should consider grabbing the Birthright Helmet and Quickspell Gloves during Act 3, which grant +[https://www.Baldursgate3Fans.com/articles/the-switch-2-s-missing-masterpiece-why-baldur-s-gate-3-needs-to-join-the-party.html third-party games Switch 2] to Charisma and the ability to cast spells as a bonus action (once per short rest) respectively.<br><br>After reaching Act 3, Oath of Ancients Paladins can make use of many of the same options as the Vengeance Paladin, though they should probably stick with the Hellrider's Pride Gauntlets and Whispering Promise Ring combo to make the most of their healing. Wapira's Crown starts to fall off by the endgame, so this is a good time to swap it for either the Grymskull Helmet (if you picked it up in Act 1/Act 2), the Steel Watcher Helmet (found in the Steel Watch Foundry in Act 3, Provides Darkvision and Advantage on Constitution Saving Throws), or even Sarevok's Horned Helm (Defeat Sarevok at the Murder Tribunal.)<br><br>Additionally, both classes rely on Charisma, and can both take advantage of a player's high CHA stat without forcing them to invest in others. Three levels in Sorcerer lets players choose a Sorcerer subclass.<br><br>At level six, a Goolock gains the ability "Entropic Ward," allowing them to impose a disadvantage on an incoming attack as a reaction. Should that attack miss, they then gain an advantage on their next attack against the failed attacker. This can be used once per short rest.<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 Wizard 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> <br>Although Ring Mail is considered as one of the first types of Heavy Armour a character can encounter in Baldur’s Gate 3 , taking this a step further via Ring Mail Armour +1 can give its wielder a fighting edge in situations where higher-AC gear can seem too expensive to come by. Thankfully, Ring Mail Armour +1 is often sold by vendors as soon as players reach Levels 2 to 4, making this one of the most accessible Heavy Armour for heavy-hitters who need adequate defen<br><br>At level 7 , Vengeance Paladins get "Relentless Avenger," which boosts their movement speed by 4.5m on their next turn after landing an opportunity attack. This helps them to keep up the pressure on foes and ensure no target escapes them. Finally, level 9 offers them "Haste" and "Protection From Energy." This pair of spells allow them to give extra actions to themselves or an ally and grant resistance to one type of elemental damage at a time.<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><br>Armour of Landfall (13 AC + DEX, Light Armour, Very Rare): Dealing with either Rolan or Lorroakan can help players acquire this gear, which can be a useful endgame armor for its +1 Spell Save DC, Advantage on CON Saves, and free access to Plant Growth (3rd-Level, Short Rest) that can serve as a free +1d4 HP heal per turn. This gear can be of use to Bards who want to secure easier hits regardless of the weapon builds, with the free HP ensuring the party's healer has less to worry about.<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> <br>When players reach the Gauntlet of Shar in Act 2 , they can search for a Gilded Chest to acquire the Least Expected . This is a Shortbow with the Darkwell Precision effect, which essentially gives wielders +1d4 Damage to Ranged Weapon Attacks when obscured by shadows. Another interesting addition from this weapon is its Blinding Shot Action, which has a chance of Blinding a tar<br><br>Wizards are the only class that can outright learn new spells directly from Scrolls rather than waiting for a level-up, which costs gold. But this cost is reduced if the spell corresponds with one's chosen BG3 Wizard Subclass, or School.<br><br> <br>Paladin Class Guides Baldur's Gate 3: Best Paladin Class Build Every Paladin Subclass, Ranked Why You Should Play a Paladin in [https://Www.Baldursgate3Fans.com/articles/life-without-shadowheart-a-fresh-perspective-on-baldur-s-gate-3.html Baldur's Gate 3 without Shadowheart] Gate 3 How to Become an Oathbreaker Paladin How to Become an Oathbreaker Pal<br><br>Moderately Armoured: This gives the Bard Proficiency with Medium Armour and Shields, on top of +1 to either Strength or Dexterity. Depending on the Ability Array, a +1 to Dexterity could add a much-needed +1 bonus to rolls.<br>The School of Evocation grants a Wizard the abilities "Evocation Savant" and "Sculpt Spells" at second level. The former halves the cost of scribing evocation spells into their spellbook from 50gp to 25gp per spell level, while the latter allows them to exclude allies from the harmful effects of their Evocation spells.<br><br>In terms of equipment, Bladesinging Wizards will benefit greatly from items like the Ring of Arcane Synergy, the Ring of Elemental Infusion, and the Necklace of Elemental Augmentation. Arcane Synergy stacks will empower their melee attacks after they use spells, while the elemental damage they deal with spells will buff their weapon, and adding their Intelligence modifier to elemental spell damage is tremendously useful. The Vivacious Cloak or Cloak of Displacement both serve as excellent defensive options, further reinforcing the Wizard's defenses. The Gloves of Battlemage's Power are also an excellent option for building up stacks of Arcane Synergy via spells like Booming Blade, or attacks made with the Shadow Blade (created by the spell of the same name).<br><br>Action Surge: Having another Action to use even once per Long Rest lets the Bard do various things. That extra burst of utility can give the team a chance to escape, or that last bit of strength can secure a killing blow to a boss.<br><br>The Enchantment School grants the abilities "Enchantment Savant" and "Hypnotic Gaze" at level two. "Enchantment Savant" allows them to scribe Enchantment spells into their spellbook for half the normal price , while "Hypnotic Gaze" allows them to charm a foe within melee range and prevent it from moving or attacking (if the target fails a Wisdom saving throw.)<br>

Revision as of 13:57, 7 November 2025


If you are dead set on including a character in your party, simply talk to Withers to respec them to one of the optimal Wizard 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.


Although Ring Mail is considered as one of the first types of Heavy Armour a character can encounter in Baldur’s Gate 3 , taking this a step further via Ring Mail Armour +1 can give its wielder a fighting edge in situations where higher-AC gear can seem too expensive to come by. Thankfully, Ring Mail Armour +1 is often sold by vendors as soon as players reach Levels 2 to 4, making this one of the most accessible Heavy Armour for heavy-hitters who need adequate defen

At level 7 , Vengeance Paladins get "Relentless Avenger," which boosts their movement speed by 4.5m on their next turn after landing an opportunity attack. This helps them to keep up the pressure on foes and ensure no target escapes them. Finally, level 9 offers them "Haste" and "Protection From Energy." This pair of spells allow them to give extra actions to themselves or an ally and grant resistance to one type of elemental damage at a time.

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.

Armour of Landfall (13 AC + DEX, Light Armour, Very Rare): Dealing with either Rolan or Lorroakan can help players acquire this gear, which can be a useful endgame armor for its +1 Spell Save DC, Advantage on CON Saves, and free access to Plant Growth (3rd-Level, Short Rest) that can serve as a free +1d4 HP heal per turn. This gear can be of use to Bards who want to secure easier hits regardless of the weapon builds, with the free HP ensuring the party's healer has less to worry about.

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.


When players reach the Gauntlet of Shar in Act 2 , they can search for a Gilded Chest to acquire the Least Expected . This is a Shortbow with the Darkwell Precision effect, which essentially gives wielders +1d4 Damage to Ranged Weapon Attacks when obscured by shadows. Another interesting addition from this weapon is its Blinding Shot Action, which has a chance of Blinding a tar

Wizards are the only class that can outright learn new spells directly from Scrolls rather than waiting for a level-up, which costs gold. But this cost is reduced if the spell corresponds with one's chosen BG3 Wizard Subclass, or School.


Paladin Class Guides Baldur's Gate 3: Best Paladin Class Build Every Paladin Subclass, Ranked Why You Should Play a Paladin in Baldur's Gate 3 without Shadowheart Gate 3 How to Become an Oathbreaker Paladin How to Become an Oathbreaker Pal

Moderately Armoured: This gives the Bard Proficiency with Medium Armour and Shields, on top of +1 to either Strength or Dexterity. Depending on the Ability Array, a +1 to Dexterity could add a much-needed +1 bonus to rolls.
The School of Evocation grants a Wizard the abilities "Evocation Savant" and "Sculpt Spells" at second level. The former halves the cost of scribing evocation spells into their spellbook from 50gp to 25gp per spell level, while the latter allows them to exclude allies from the harmful effects of their Evocation spells.

In terms of equipment, Bladesinging Wizards will benefit greatly from items like the Ring of Arcane Synergy, the Ring of Elemental Infusion, and the Necklace of Elemental Augmentation. Arcane Synergy stacks will empower their melee attacks after they use spells, while the elemental damage they deal with spells will buff their weapon, and adding their Intelligence modifier to elemental spell damage is tremendously useful. The Vivacious Cloak or Cloak of Displacement both serve as excellent defensive options, further reinforcing the Wizard's defenses. The Gloves of Battlemage's Power are also an excellent option for building up stacks of Arcane Synergy via spells like Booming Blade, or attacks made with the Shadow Blade (created by the spell of the same name).

Action Surge: Having another Action to use even once per Long Rest lets the Bard do various things. That extra burst of utility can give the team a chance to escape, or that last bit of strength can secure a killing blow to a boss.

The Enchantment School grants the abilities "Enchantment Savant" and "Hypnotic Gaze" at level two. "Enchantment Savant" allows them to scribe Enchantment spells into their spellbook for half the normal price , while "Hypnotic Gaze" allows them to charm a foe within melee range and prevent it from moving or attacking (if the target fails a Wisdom saving throw.)