/r/BG3Builds
Subreddit dedicated to the creation, sharing, and helping others with their character or party builds for Baldur's Gate 3 by Larian Studios
Subreddit dedicated to the creation, sharing, and helping others with their character or party builds for Baldur's Gate 3 by Larian Studios.
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/r/BG3Builds
I'm trying to create a role/ team with me Wyll and DJ Shart(act2). All using darkness... but seems darkvision doesn't work with Darkness. Ummm, why tho? Is this some kind 5e/Dnd rule? It's immersion breaking to me.
I solo'd HM with gloomstalker/assassin. No camp casting and no arcane acuity are the only things I self impose on myself, otherwise everything is fair game.
I'm running it back now with a barbarian throwzerker and have encountered a stupid issue... that I DONT GET EXPERIENCE FROM KILLS MADE WITH BLUDGEONING DAMAGE FROM FALL DAMAGE. This might be common knowledge but it was news to me. So its pretty disappointing that I'm not getting experience from a lot of my kills. I'm level 6 at the moment and considering switching to another build, but HM is pretty damn unforgiving and I'm not really sure what builds can actually solo it.
Obviously with gloom/ass I did a lot of killing shit before ever having to get in range to take hits. I'm struggling to picture a build that can handle the creche and the main act 2 encounters by itself, but I know plenty of people have pulled it off.
So what have you been successful with?
We all know how to make a good two weapon fighting spellblade, but what about a great weapon master spellblade?
Requirements:
Is there a good Fiend Warlock build that can center around the Darkness spell? I like the idea of an evil Warlock that uses darkness to its advantage and given Warlock is my favourite of the charisma focused characters itd be good for my main characyer
Going to get that golden dice soon and need some assistance finding some solid builds. So what are your top builds for honor mode?
I’m planning on doing: -Half elf bard fighter -Karlach Monk Thief -Shart Cleric/Druid? -Astarion Rogue Ranger
Thank you!
Whenever beast master comes up most people will tell you to play something else until level 11 and then respec. I bought into this for far too long and never ended up playing beast master. If that sounds familiar, I recommend you start a solo save and see how far you can get with two summons and a stack of special arrows.
Special arrows of course on their own are broken, so I'll not spend too long on them, but besides figher, ranger is likely the best at using special arrows at levels 4 and 5. Elemental arrows for vulnerabilities, roaring thunder for ledges, darkness for chokepoints, etc.
What's unique to beast master are the summons. In my playthrough the two stand outs so far have been the spider and the crow. Before combat you can have your spider hide and shoot infinite webs around the enemy and in a long line between you and them. Stand back with your arrows of acid and watch them move nowhere and take damage for it every turn. Crow is less interesting if you have an assassin in your party or someone using shovel, but blinding an enemy and getting surprise is a great way to start any combat. Due to the crow's low ac and flight it has also been amazing at baiting the ai around too.
I don't think I need to explain why level 5 will be getting me a sweet +3 sword
Any pure caster profits from one starting level in barbarian.
It sounds funny since sorcerer would also gain con save proficiency with a full spell slot progression. But level 12 doesnt offer you higher spellslots eigther way, you just lose a feat, wich would probably be used for resilient constitution eigther way.
The one level in barbarian would grant you higher health, constituion and concentration saving throw proficiency, shield proficiency, and unarmored defense (wich increases your AC by your con modifier even when wearing a shield but no armor).
When playing like this from the beginning, the higher health and probably +3 AC (although that could be gained by mage armor too) would even then bolster your defence greatly, by delaying your caster progression by "only" one level.
But things get way jucier in act three, due to some great synergys with two OP items:
In act 3 you could buy the robe of supreme defences in rivington and steal the amulet of greater health in the house of hope without major fights (if you are good at disarming traps at least).
Asuming you have your spellcasting stat maxed out to 20 in act 3 (hag hair + ASI), Robe of supreme defences would increase all your saving throws (wich includes concentration checks) by five and grants 1 more AC.
Amulet of greater health will set your constitution to 23, wich will improve your concentration checks by 6 and even granting you advantage with it. In adition it allows you to respec your 16 con to 16 dex.
In the end your AC will probably be 22 before spells (10 + 6 from unarmored defense and amulet, +1 from the robe, +2/3 from shield, + dex modifier - probably +3 - ), while your saving throws against spells would be awesome too (+8 for dex and at least +5 for wis, so you are almost unhitable. And when you are getting hit, your concentration checks will be +15 ( 4 from proficiency, 5 from the robe and +6 from con modifier) with advantage. So your concentration should be unbreakable, while only sacrificing one feat.
Havnt heard much talk about that interaction, so i thought i write it down. What are your thoughts?
Is there many different ways you can play warlock? It's my favourite class lore/flavour wise but it just seems like if you aren't eldritch blasting it just doesn't hit the same. I want unique ways to play it because there's a limit to how many times I'm willing to spam the same ability over and over given that other classes all have such different ways to play. I don't really mind if it requires multiclassing more levels into another class, I just want some fun Warlock builds that at least have the class involved.
Wanted to make a broken thematic durge and need help with dual wielding, especially class wise.
I plan on modding and starting with Bhaalist armor and Orins weapons. Role-playing as durge not getting stripped of his gear but need some ideas on what's a good dual wield melee build.
Is swords bard/paladin and the gloom stalker thief the two main dual wield builds still?
Edit modding on Ps5 so I don't have access to all the mods
I want to try playing honor mode but I doubt I could create the optimal build for honor mode.
What class should I start with?
What should be my subclass?
Should I multi class? If so what should i multiclass as?
Basically any build would be recommended!
Like the title suggests, I'm new to the game and to D&D. I'm toward the end of Act 1, level 5, and I'm tired of messing around with the builds. I have no idea what I'm doing.
I've tried to do research on my own, but I'm confused at this point. 😵💫😵💫
I'm playing as a high half-elf wild magic sorceress with a noble background. My main party members are Gale, Shadowheart, and Astarion.
I don't know what build I should give to any of them (except Shadowheart) in a way that the party balances each other out. I've already changed Shadowheart to a light domain build, though I saw a few versions of this, and I'm not sure if what I did is good. Regardless, if you have better suggestions for her, I will be grateful.
Please lead me by the hand because I'm exhausted. I'm tired of my party coming out of battle half-blooded and without spells to cast, especially my sorcerer. Also, I never know what armor and items to match my party because I have no specific build in mind.
Thank you all so much, and please try to stick to the original class of everyone—I don't want to change Astarion's class to a bard or anything. Also, I don't do multi-classes due to me being a newbie.
Is it possible to make a build where you are basically playing as Scar from Full Metal Alchemist?
I really want to punch things and make them explode.
Bonus appreciate. If can point to a guide or detail how to the above with a charisma-talking orc character and integrate Sentient Amulet.
Thank you!
Currently running a draconic dragonborn sorc & about to hit lvl 12 soon. Looking into respeccing and taking a lvl 1 dip into wizard mainly to be able to learn Scroll of Bestial Communion & Artistry of War. My questions are:
Do I take the lvl 1 wiz dip first and then 11 into sorc? Or is it better to start 11 sorc & the last lvl in wiz? Pretty sure I read that starting with sorc gives better con save?
I should still get access to lvl 6 spells with 11 in sorc, but is there something I miss out on for sorc if I multiclass the last lvl dip in wiz?
Pretty sure my Int is around 10 on current build. If I'm mainly wanting the wiz dip to be able to learn/scribe the above one-time use scrolls, do I need to increase Int or does it not matter bc of the type of spells they are?
Hey all,
Me and a friend of mine wanted to try something dumb. Remake the characters we played our first ever campaign with. For him it’s a Triton fighter, for me it was a Goliath Barb/Cleric multiclass.
We would love to play through the story in multiplayer with this, but I fail to think of the best way to combine cleric and Barb.
I know it might not be a great combo, I just wanna be faithful to my first character and make the best out of it.
Thanks in advance!
I am mostly just curious what people had success with, thank you!
I recently got an idea about having a build that surrounds on “defense only”, the first thing come to my mind is abjuration wizard(of course it is) with counterspell. But I think there is more potential in this build, so I hope build scholars of r/bg3builds can help me out. The idea I’ve thought of:
counterspell, shield, arcane ward all require reaction, so perhaps equip with duelist’s prerogative?
if using a wizard, then it has to be at least level 6 of wizard to get projected ward
Meanwhile, I would like to also establish these rules so that it won’t stray far from being a “defender”:
defense only, which means no damage in any method, including Armour of Agathys
crowd control, buffs and utility spells are optional
Edit: it doesn’t have to be really optimized, I just want to build this around its core concept of defending.
I feel bad about all the wasted xp that you get during Act 3 since you hit level 12 so early, so I've been looking into increasing the level cap slightly (not all the way to 20, looking at somewhere between 13-15). I'll probably use Expansion since it's the most complete mod that increases the level cap, and using 5e Spells by the same author for the level 7+ spells. However, I understand that the level cap of 12 was intentionally set by Larian as higher level classes get drastically more powerful and so will break the balance of the game. I have several mods and some self-imposed restrictions specifically to ensure the game doesn't get too easy by Act 3, and so I also don't want to sacrifice late game balance for access to higher levels.
In saying this, for those who have experience playing with level cap mods and/or the tabletop game, what do you think a reasonable compromise for an adjusted max level cap would be? Not only would a higher level cap allow for access to class features at those levels, but it would also open up more powerful multiclass combinations. I love theorycrafting builds so these new options would be pretty exciting for me, but again I'm trying to avoid opening up builds that will be too powerful even with difficulty mods such as Combat Extender. In other words, given the features currently available from Expansion, how much of a power increase would it be increasing the cap from 12 to 13? How about from 13 to 14? And so on.
I've never been into modded games before, but since BG3 now makes it so easy and convenient, I'm interested in trying out some stuff.
My IRL TT group has transitioned to the 5.5/5.24 ruleset, and I really like a lot of the changes, especially in the Feat area. How likely is it that someone will make a comprehensive ruleset overhaul for the game?
Doing a GOO bladelock durge, Laezel as a battlemaster fighter, Shart as tempest cleric, and Astarion as a Lore bard (all mono class). Astarion will take haste as a magical secret so that I have access to it.
Any big things this party will be missing, or will struggle with? (Just a tactician run)
does recasting symbiotic entity refresh armor of the sporekeeper spore stack effects, e.g. the haste spores ability (which is once per long rest if you don't refresh symbiotic entity)
I’m new to the game and haven’t tested this theory yet so please correct me if I am wrong. I am playing as a tempest cleric with access to Sprit Guardians while equipped with the Phalar Aluve, and had plans prior to discovering this, of getting the Hat of Storms.
The Phalar Aluve’s shriek ability causes all enemies within 20ft of me to roll a 1d4 penalty for all saving throws, and take an extra 1d4 thunder damage when it is “attacked”. If I cast spirit guardians while the shriek is active any enemy within 10ft of me will have that 1d4 penalty added to their wisdom save. If they fail that save they’ll take an additional 1d4 thunder damage on top of SGs typical damage which in turn triggers my Hat of Storms which raises my Spell Save DC making it harder to save against that exact scenario next round.
I’m not an HonorMode player. Just playing a balanced campaign with some friends and stumbled into this because I’m the only one that had interest in Phalar Aluve, PCs are a two handed paladin and a wizard. Just curious if this works the way I think it does and if it does if it works as well as I see it working..
My MC is a paladin, and because I'm not really that versed in DnD, I don't fully comprehend how high stats translate to gameplay apart from basic things, i.e. high DEX allowing me to hit ranged attacks more reliably.
With Ability Improvement, my character's stats become:
This is all well and good, but Great Weapon Master basically allows me to get 3 melee attacks in if I land a crit or kill my target, and what seems to be a net positive in damage output (10 damage/-5 attack roll).
I like bonking my enemies for beeg numbers, so is there any advantage to going for Ability Improvement over GWM?
So I’m joining a party with a Hill Dwarf Lore Bard, Halfling Conjuration wizard, and a Half-Elf EK fighter with TB.(at least they will be on lvl ups). Any ideas for a 4th member? We’ve got skills and party face, intelligence and the front liner. I was thinking maybe an ancients paladin for the auras and smite. I’ve played cleric before so would rather avoid that. They seem to have most things covered so I’m reaching out as I know you’ll have interesting ideas.
So I finished my first run as an open hand monk. And even though it was fun and a great solo target I still felt it lacked power and/or control compared to my friend and every persuasion checks were killing me (I had to re-roll so many times). For this second run, I want to play either as a sword bard multiclass paladin for the divine smite (10-2) so great charisma + good damage and control or as a Sorcadin (7 paladin and 5 sorcerer) for the same reason but more focused on paladin.
I’m searching for a good guide or some advices on these builds and which one would be better.
Ello! Just asking if there's a good cold build? I'll be romancing Karlach so would like to be more of an opposite to compliment her fire theme.
This is my absolute MVP weapon. I wouldn't say a +1 hand crossbow alone is all that impressive, and honestly I don't recall the last time I ever used the free upcast of magic missile. I understand that if you build around the endgame gear, piercing damage is perfect.
However, for this being an early act II weapon, it's so clutch to have reliable force damage on a ranged weapon. It also benefits from sharpshooter, and is available the same moment the risky ring is. Pairs beautifully with battle master as well, since I regularly use the maneuvers as a way to boost the utility + damage of the nearly-never-resisted shots.
Try it out. Awesome to not have to worry about resistance or immunity 99% of the time with an archer.
Running a full sorc all the ice effects Durge that hasn't come online yet, a Throwzerker Karlach that just came online, and I'm planning on building up Gale as a frontline tank wizard (Cephalopocolypse's unstoppable rage wizard; Bear Heart Barbarian 3 / White Draconic Sorcerer 1 / Wizard (abjuration) 8)
I've run with Lae'zel, Shadowheart, and Wyll before, so my major options are Astarion or Minthara, since I'm trying to avoid much overlap. In that vein, Shadowheart was essentially a Spirit Guardian spammer in the previous save, so I'd like to avoid going that general route this save.
I could see taking Astarion the route of some flavor of Swords Bard or Gloomstalker, at the heavy risk of going around without any dedicated healing support, and being weilded by a less than completely expert hand.
I could see taking Minthara into a heavily support oriented Paladin or something? Really don't know.
Trying to think up new builds for my next HM run, gloomstalker assassin makes it too easy. I want him as a caster but can’t be bothered with necromancer unless it’s just a 2 level dip. Any suggestions? Atm I’m leaning towards 12 bladelock to take advantage of ascended benefits but seems kinda boring… I’m happy to be convinced otherwise if it’s half decent and on theme