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Baldur s Gate 3: Best Fighter Class Build

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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.

When it comes to multiclassing, Transmutation Wizards are uniquely suited to acting as non-combat support by crafting potions, using Rogue or Bard levels to gain medicine expertise and more efficiently double all potion production. They can also make use of levels in Fighter or Cleric for access to medium and heavy armor, much like the other Wizard subclasses.

Though many classes have a lot of leveling choices, as a melee class, this BG3 Fighter build doesn't have a lot of choices to make while leveling. In fact, at Level 2, Level 5, and Level 9, you won't have a major choice to make at all. However, Fighters can get more Feats than most other classes, and your Battle Maneuvers grant this best BG3 Fighter Build impactful abilities without a spellbook.

At level ten, Divination Wizards gain "Third Eye: Darkvision" and "Third Eye: See Invisibility." The first of these grants the Divination Wizard the ability to give themselves Darkvision until their next long rest as an Action, while the second allows them to unmask and potentially reveal any invisible foes within 9m as an action (invisible foes must make a Dexterity Saving Throw).

At level six, the Druid gains "Land's Stride: Difficult Terrain," which allows the Druid to move through difficult terrain without getting slowed down. At level seven, the Druid gets to select a spell circle to draw spells from once again, gaining some additional level four spells in the process.

At level nine, the Circle of Stars Druid receives an additional Star Map and Cosmic Omen per long rest, giving them four of each. Finally, at level ten, the Circle of Stars Druid gains Twinkling Constellations, empowering each of their Starry Forms and allowing them to switch form as a free action once per turn. Archer's Luminous Arrow now deals 2d8 Radiant Damage, Chalice now Heals 2d8 hit points, and Dragon can now fly 6m/20ft per turn.

Level six Druids of the Circle of Spores get "Fungal Infestation," which lets them create a zombie as a reaction. Level seven has them gain "Blight" and "Confusion" as additional spells, allowing them to deal high necrotic damage and confuse groups of foes. Level nine adds the spells "Cloudkill" and "Contagion," allowing them to conjure deadly poison clouds and inflict a variety of diseases on their foes.

Athletics and Survival are great for exploring the world, while Athletics and Intimidation is better for an in-your-face Fighter. Either way, Fighters have plenty of opportunities to naturally trigger Inspriation from these two Backgrounds.

Your choice of Cleric subclass can be changed by speaking with Withers, but you will start at Level 1 and have to make your BG3 Cleric build from scratch. Though this chart displays information for all subclasses, if you want to make best Swarmkeeper Ranger Tempest Cleric build BG3 has to offer, you should go for the Life Domain.


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The Sage background grants proficiency for Arcana and History checks , and will typically trigger Inspiration when the Warlock engages in the magical elements of the world (like getting to Lorroakan's tower), or figuring out the historical significance of places in the world.

The Folk Hero background can be useful for Clerics because it gives proficiencies to the Animal Handling and Survival skills, both of which rely on the Cleric's main stat Wisdom. Animal Handling and Survival are both skills that the Cleric typically doesn't have access to at character creation for its starting proficiencies, too, and can be useful additions to the class.

This section covers the best equipment for Battle Master Fighters in BG3 across all three Acts. Some pieces from early Acts may still be powerful in later ones, though, and will remain equipped through several Acts.