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Baldur’s Gate 3: Best Fighter Subclasses

From WarhammerWorkshop


Criminal (Deception, Interactive Lore System Stealth): An expert in breaking the law and getting away with it, Criminals are more than able to slip into the shadows when needed. Their Deception Proficiency allows them to lie without much consequence, while Stealth allows them to blend into shadows more efficiently, perfect for surprise attacks. This is the ideal Background for offensive, stealth-heavy builds.

Cutting Words (Class Feature): With this ability, the Bard can force a 1d6 penalty toward Attack Roles, Ability Checks, and Damage Rolls to an opponent until the beginning of their next turn. Think of this as a negative Bardic Inspiration designed to debilitate the enemy’s combat performance.

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.

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.

They also learn two Wizard Cantrips and two Wizard Spells from the aforementioned Spell Schools. At level three, they also gain "Weapon Bond," which links the weapon they hold to them, preventing them from being disarmed and causing it to return when thrown. This effect lasts until they long rest and can be applied again or used on a different weapon.

If you're multiclassing with Barbarian, we recommend Leather Armour +2 for the early-game and then either the Bhaalist Armour or Elegant Studded Leather in the late-game. If you're looking for heavy armor, you should consider grabbing the Adamantine Splint Armour during Act 1, Dwarven Splintmail from Moonrise Towers during Act 2, or the Flawed Helldusk Armour from Damon in Act 2. Another decent option is the Rippling Force Mail. You can swap in the Reaper's Embrace or Armour of Persistence later, before picking up the Helldusk Armour as your final set.

Wizards who choose the School of Abjuration get "Abjuration Savant" and "Arcane Ward" at second level. The former allows them to scribe Abjuration Spells into their spellbook for 25gp per spell level instead of 50gp per spell level, while the latter gives the Wizard a shield whenever they cast an abjuration spell of level 1 or higher. The Ward gains charges equal to half the spell's level, rounded up, and can hold charges equal to twice the Wizard's level. At level 3, this means the Wizard can have six charges at once. When the Wizard takes damage with a Ward active, the damage is reduced by the number of charges, and then the Ward loses one charge. The ward resets to a number of charges equal to the Wizard's level on each long rest.

Level seven offers "Dominate Beast" and "Evard's Black Tentacles," allowing them to turn animal enemies to their side and brutally restrain their foes with conjured tendrils. At Level nine, they can get "Dominate Person" and "Telekinesis," letting them manipulate humanoids and throw people and objects around freely.
Each of the classes available to the player in Baldur's Gate 3 possess a variety of abilities and capabilities that allow them to explore the world and engage in combat. Each class can then choose a subclass, gaining abilities themed around that particular subclass that further diversify that character from others using that class. For the Wizard, the subclasses are known as "Schools," and one can be chosen for each of the eight schools of magic.


Players who love the intricate and elaborate stories told in a session of D&D will love playing through The Wild Hunt . The stories are intriguing, the gameplay is fun, and the world is absolutely beautiful to behold. With the next-gen upgrade, players can enjoy an even better-looking version of the game that is improved via a mix of ray tracing and community-made m

It’s unsurprising for Bard builds to capitalize on Dexterity due to their Spellcasting nature. With Dexterity being the pinnacle of flexibility, Bards can enjoy long-ranged bows and Versatile weapons. However, this penchant for dextrous movement can lead to a Ranger Multiclass, giving the Bard expanded combat opportunities via spells or weapon options. Considerations for this combo include:


For what it's worth, the story of Skyrim is pretty generic, but that isn't necessarily a bad thing. After all, just like D&D , it's the journey that matters the most. Given the sheer number of interesting locales and unique quests that players will find in the game, it's easy to see why players can be positively enraptured for hours on