/r/BG3Builds

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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.

Rules

  1. Keep posts related to Baldur's Gate 3 Character or Party Builds
  2. No spoilers in post title. Use a spoiler tag if your post is going to have spoilers in the body
  3. Keep posts Safe for Work (SFW)
  4. Flair your posts to help people sort through search results, and avoid repetitive questions.
  5. Be polite and constructive
  6. No Piracy or Advocating Piracy
  7. Do not post build screenshots and leave others to reverse engineer the build.

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/r/BG3Builds

174,857 Subscribers

1

Dread Overlord multiclass

Hello people, i really want to try out a necromancer/assassin and thought about doing that with Dread Overlord.

How would I go about doing a build like this? (Willing to download other modded classes like Mystic for example.)

1 Comment
2024/12/05
04:03 UTC

2

Durge Storm Sorcerer help appreciated

I'm keeping my characters in their default classes for this next run, getting them all to level 12 and seeing how strong I can make each monoclass be.

Right now, I'd appreciate some help with the Dark Urge. I'm keeping him as a Storm Sorcerer Frost Dragonborn, but I want to make him feel powerful, Lethal, and with some spells that keep him linked to Bhaal (Like Fear for example).

It's been great fun tbh, but I feel like every member of my party has something they specialize in while the Dark Urge does not. As a Storm Sorcerer, he use to excel with crowd control but Evocation Gale does that well enough with Fireballs and Sheet Storms. So any help and advice on how a Storm Sorcerer Dark Urge build could go would be greatly appreciated!

3 Comments
2024/12/05
00:47 UTC

3

Vampire Lord - Ascended Astarion Build

I've been finalizing my build for my Ascended Astarion origin run. I wanted to make him as much like a classic vampire lord as possible.

Build criteria:

It must be highly mobile, able to jump like he's flying, able to hurt you with his bare hands, high stats, high saves, the ability to make his own undead, and I would like to simulate a legendary resistance. Here's the build I've got. It's monk 8/ rogue 4. I'm open to feedback and suggestions.

Full build including items is here.

How well it achieves my stated goals:

- Str 26, Dex 20, Con 23, Int 10, Wis 22, Cha 14
- 135 HP, 23 AC
- 55 ft movement
- 59 ft total jump distance
- 6 total attacks a turn (before haste) dealing 1d6+10 Piercing/Bludgeoning and 1d10+6 Necrotic each. Add in 2d6 piercing/bludgeoning for a sneak attack each round and without haste or bloodlust you have a DPR of 157.
- Ability to summon 5 undead every day using create undead(from crypt lord ring) and dance macabre
- Legendary resistance from helldusk boots Infernal Evasion feature
- Saves: +10 Str, +11 Dex, +7 Con(with advantage), +5 Int (with advantage), +8 Wis, +3 Cha. (Has +2 if the save is against magic thanks to helldusk helmet)
- Crits on an 18-20

Item Links

>Head
>Cape
>Armor
>Gloves
>Boots
>Amulet
>Ring1
>Ring2
>Main Hand
>Off Hand
>Ranged Weapon

***edit - formatting***

17 Comments
2024/12/04
23:38 UTC

28

Primal Stampede w/ Monk Bonus Unarmed Attack

I found an interesting interaction with a 8 Wildheart Barb/4 OH Monk build. I originally dipped 4 levels into fighter, but I found that my bonus action wasn’t getting put to use (outside of jumping into the fight or shoving). Upon dipping into monk, I noticed that the bonus action unarmed attack activates after using primal stampede (attack given from Elk Heart while enraged). The weapon you are holding does not matter in this case.

Far from a meta build, but I enjoy rushing in using stampede and getting in a punch (or kick).

1 Comment
2024/12/04
21:59 UTC

1

War Cleric dip for Sorcadin?

Would a 1 level dip into War Cleric be worth so you can get con save proficiency while keeping heavy armor proficiency? I don’t see why Sorcerer level 6 would be all that valuable vs the extra bonus action attacks and con save proficiency.

8 Comments
2024/12/04
21:54 UTC

96

Why are people sleeping on barbarian dip for melee martials?

I have been playing a 1 barbarian/8 monk, and it has been very, very strong.

I have used it to tank Sarevok from the tribunal for the whole fight in Honour mode, very easily.

Rage provides -50% physical resistance, at the cost of lower AC... Which in my experience doesn't matter, because no matter what you do, bosses are way higher stats than you and are pretty much guaranteed to hit you anyways, but here when they hit during Rage, the damage is very manageable, compared to getting your frontline 1-shot by a crit multi-attack.

If i'm ever low, one potion counts as double, and i'm good to go.

Combined with Monk, it makes a very good tank, damage can be respectable if built well, can anchor down bosses, and shut down spellcasters, either prone or stun will cancel concentrations.

48 Comments
2024/12/04
21:30 UTC

38

The Hellfire Paladin - aka can we make a Heat build that's actually worth it?

As I'm brainstorming a team for a new run when the new subclasses are released, I keep coming back to a mechanic that I've purposefully overlooked run after run after run: Heat. You build stacks, you do up to 7 points of bonus fire damage when you want to spend stacks using Heat Convergence, and you take 1-4 fire damage at the start of every turn. It always seems like the gear requirements are ridiculously high for a mechanic that's not particularly rewarding. However, as I was looking up heat sources, and fire sources, and burning sources, it does seem like there are plenty of "almost-synergies" that, all wrapped up together, could create a pretty effective, EXTREMELY CHAOTIC, and very richly-flavored fire-centered melee build. If we treat Heat as a tasty side dish that's part of a big dinner plate, we can have some fantastic combat variety, with thematically great visuals and sound, that just might not suck. I'm going to call this bad boy a Hellfire Paladin. It will be thematic all the way through the game but will really come online immediately after Act 1. Now I know - this is a shit mechanic. I am going to try to optimize the hell out of it for no reason other than because it's there - leave your smartass (and correct) "well this is GWM with 50 extra steps" comments at the door and lets burn everything down.

We are going to center this build around swinging a big ass weapon and causing as much fiery BS that we can possibly cause. The centerpiece of this will be the combination of Searing Smite and the Pyroquickness Hat. Searing Smite costs a bonus action on top of our attack, and adds 1d6 to our weapon attacks, scaled up with the spell level used. The Pyroquickness Hat gives us an extra bonus action upon using a fire spell, at the cost of burning us. The first should be able to be a fantastic backbone, and the second should really enable some truly great polish to this setup.

We will start as a Tiefling. Obviously. For the fire resistance, the extra smite, and the devil horns. Obviously. ***This build would probably be wayyyy better on Karlach because of Soul Coins and because flavor*** but I've never run a Tiefling Tav.

Stats something like: STR 17, DEX 8*, CON 16, INT 8, WIS 10, CHA 14.

*8 DEX is rough but I'm leaning towards taking Alert. Stat distribution isn't super important so personal preference takes precedence here. This also assumes taking +1 STR with the Hag's Hair. Araj potion, Mirror of Loss STR if we can.

Class will be a Paladin. Personal preference for Oath, but Vengeance is probably the most thematic. Take Great Weapon Fighting. Level distribution is also a matter of preference but I'm leaning towards the following: At level 8, we respec to Pally 2, Swords Bard 6. We take bard to 8, then Pally to 4. This gives us:

  • 3 feats: could be ASI strength, Alert, Savage Attacker, or maybe Elemental Master Fire(??). Savage attacker seems to be a must, because we are going to be throwing a ton of dice, including a d12 for our eventual axe.
  • Searing Smite. Backbone of the build. Enables some concentration gear if we want.
  • Flourishes. All of them are awesome, even if we can't Heat Converge on both Slashing Flourish targets.
  • A bunch of spell slots, and great ritual and utility spells.

For the heat mechanic, we have fire resistance so we will only be taking 1-2 fire damage upon stacking heat. This can be further taken away with some armor choices. We've got the following junk:

  • Weapons that stack 2 turns on hit. Thermodynamo Axe (Act 2), Hellfire Greataxe (Act 3)
  • Cinder Shoes (Underdark): 2 stacks on burning someone
  • Thermoarcanic Gloves (Act 2): 2 stacks on dealing fire damage. Not sure how or if this procs with different damage sources on the same attack...?
  • Fireheart: 2 stacks on taking fire damage. Not sure if you can proc this on to yourself...?

For the Heat-adjacent junk:

  • Pyroquickness Hat (Act 2): Bonus action granted after using a levelled fire spell. Aka Searing Smite.
  • Adamantine Armor: reduces all damage by 2 (goodbye passive heat damage) -> Helldusk Armor: reduces all damage by 3 and grants immunity to burning (goodbye pyroquickness burning)
  • Cindermoth Cloak (Act 3): Burns melee attackers.
  • Hellflame Cleave from the Hellfire Greataxe: Massive fire DOT
  • Arsonists Oil: Turns fire resistance into vulnerability (Not useable on the Hellfire Axe)
  • Oil of Combustion: big fire boom on bad guy (Not useable on the Hellfire Axe)
  • Alchemist's Fire: Small ranged AOE

The goal becomes swinging your axe, dealing fire damage, and finding ways to cause burning. My crappy math says 4 stacks per swing, unless the damage sources are treated nicely by the gloves. Will this be proc'd by the regular and/or per-turn damage from a Searing Smite? Add in the thorns burn from the cloak, and find a way to keep the battlefield on fire, and you should pretty reliably have 4-7 stacks every turn. Also, depending on how these Heat stacks proc, it may even be beneficial to keep taking fire damage and/or burning damage instead of reducing it out of the equation.

This by itself is not very impressive! But add this, every single turn, to some innately stacked fire damage (Gold Wyrmling, the above axes, Drakethroat buff, etc.) and start Sear-Smiting everyone, you are starting to put up some big orange numbers. Then if you additionally start lighting the whole battlefield on fire, you've got a pretty impressive setup.

The Pyroquickness Hat will enable two Searing Smites per turn. Or it opens up some utility, like drinking potions, coating weapons (prior to the Hellfire Greataxe), or using illithid powers if you are Awakened. Outside of spell slots, you've got fire-boosted flourishes and weapon-specific moves.

All of these re-roll 1's and 2's. And then roll damage with advantage.

You can throw alchemist fire if you need a ranged option. And another phenomenal flavor to add would be the explosive blood perk from Araj Oblodra in Act 3. You will certainly be able to ignite it frequently. I have no idea if it activates heat! But it will be hilarious regardless! This could also synergize fantastically with the Amulet of Elemental Torrent, which buffs your weapon if you are standing in fire.

Ultimately, you will be smashing everyone with a big flaming weapon and ideally causing as many explosions as possible and lighting as many bad guys on fire as you possibly can. Definitely want some ranged teammates, or maybe a bear barb frontline partner. I'm also thinking maybe a healer who can also apply oils to enemies after the switch to the Hellfire Axe.

So that's the build. Hopefully it'll be wild enough to not make me question why I'm not just using regular smites and the Helldusk Gloves.

My current open questions:

  1. How do damage sources/riders work with the Heat stacks? Will a Searing Smite activate extra stacks?
  2. Am I overlooking any rings that would be specifically good for a build like? Ring slots are pretty open.
  3. What other bonus actions could we use productively if we don't want to double up searing smite on any particular turn?
17 Comments
2024/12/04
20:36 UTC

0

Rogue/Cleric/Druid - asking for multiclassing opinions

So I've already decided what kind of a Durge I want to play:

Someone who's confused about their identity, so at first they think they're just a mischievous scoundrel, trying to screw over anyone they can. After awhile, they think their evil deeds and methods are just unsophisticated, plain and pathetic, so they start to pray for Tiamat.

However, after plotting & succeeding in >!the destruction of the Druid's Grove & see the potential these druids & the "fungi people" had in the Underdark!< were it not for their single-mindedness, they realize their >!power & the corpses left behind!< can be used for other purposes... For Durge's glory and their blood path only.

So this is the RP I had in mind.

However, now I have a technical question:

Which is the better, more practical way to multiclass with these?: Rogue/Cleric/Druid.

These two approaches are what I had in mind:

  1. Rogue 3/Cleric 1/Druid 8 -> extra bonus action, more spells and a lvl 5 spell slot available, but only 2d6 sneak attack + no uncanny dodge that would make Durge a better tank

  2. Rogue 5/Cleric 1/Druid 6 -> extra bonus action, 3d6 sneak attack + uncanny dodge but obviously less powerful spells & slots

I also thought about this:

Rogue 5/Cleric 2/Druid 5 -> I chose the War Domain subclass, so I can use my Channel Divinity for +10 attack roll, but I'd give up my Fungal Infestation charges.

I'm planning to have a Valour Bard companion anyway, so if I'm not getting that +10 it's no biggie.

I already gave up on getting the third Feat. :)

I also want my Durge to be melee while also being able to shapeshift. My dump stats would be Int and Cha.

Btw, I know it's not the most optimal way to play, but I think this would be interesting & new experience for me. What do you guys think? :)

7 Comments
2024/12/04
20:13 UTC

0

4/4/2/2 EBlaster feat question

I was working off of the 4/4/4 Gish build that blasts and then stabbies and I wasn't happy with how this translated to a hand crossbow build. Trying to go all range, all trying to proc fear, as many attacks as possible.

Is the 4/4/2/2 Gloom/Thief/Warlock/Fighter the best that can do this? It's a Frankenstein, but I kinda love it because it's hard to make an efficient 4 class build.

Level by level, no respec version:

Level 1: Rogue 1 for all the skill sexiness
Level 2: Warlock 1 for EB and Goo
Level 3: Warlock 2 for agonizing and repelling blasts (or for the mage armor if you don't have another caster)
Level 4: Rogue 2 for Bonus actions
Level 5: Thief 3 for bonus action shenanigans
Level 6: Thief 4 for Feat +Chr

At this point, straight forward. Rogue hand crossbow attacks are lacking without archery or two weapon fighting.

Level 7: Ranger 1 for ranger. Ensaring Strike I guess for extra CC and resistance of your choice
Level 8: Ranger 2 Archery fighting style and Ranger Spells
Level 9: Gloom 3 for the free 3/5 feat and extra attack
Level 10: Gloom 4 for the feat, ASI Charisma (optionally, sharpshooter, though maths)
Level 11: Fighter 1 for two weapon fighting (with the Gloves of Dex give a +4 per attack)
Level 12: Fighter 2 Action Surge to have 6 EBs, 1 MH and 2 OH attacks in the first round.

Charisma goes +2 on each blast (potent and agonizing) (and +1 attack roll) and +1 on each OH attack with the ring of arcane synergy. So, ASI from 18 to 20 will be +2 +2 +2 +1 +1 = 8 per turn with a turn 1 bonus of 8 + 2 +2 +2 + 1 (from gloom) of +15.

Is that worth a -5 to range and 2 sharpshooter of +20 per turn (+30 on the first turn)?

So, Sharpshooter comes at a -1 for EB and -5 for range attacks, while netting a 30-15=15 damage on turn 1 and 20-8 = 12 damage each subsequent turn.

21 Comments
2024/12/04
18:39 UTC

1

Dark Urge paladin recs

So I'm at the end of Act 2, which is when the builds start to get really fun. Naturally, I started getting a bunch of different items and switched up my main character, which was a straight-line paladin with using the Halberd of Vigilance & an alert perk.

I switched things up because I'm running a party that uses a lot of invisibility & attacks from darkness. Everyone can see in the dark, so running this party of deadly ambushers has been a lot of fun. Just because it's cool (and knowing it's less effective) I switched my character to dual wielding Larethan's Wrath and Phalar Aluve.

I also have run my first character through the Rogue-Thief & Ranger-Dread Stalker build. The sneak attacks and amount of actions has been a blast, so I thought perhaps I could lean that way with the main. I have 5 paladin for the extra attack, 2 fighter for action surge, and 3 rogue for movement and bonus actions.

I feel like I might be missing out on feats doing this. I took 1 feat and switched from alert to dual-wielder. Even with the Bow of Awareness, I'm finding the main character way too late in order of actions for his role being what I want it to be.

I have been breezing through the game on a 2nd/3rd playthrough and looking more for fun than min-maxing. But that said, I'm also looking for tips from people who know the game much better. Is a paladin build dual-wielding with 2 to fighter and 3 to rogue trying to do too much at once? Any suggestions on items/build tweaks that might fit with this playthrough?

7 Comments
2024/12/04
18:35 UTC

9

Polar Bear Abjurer?

2 Moon Druid/1 White Draconic Sorcerer/1 Monk/8 Abjuration Wizard

Polar Bear Wildshape + Monk’s Unarmored Defense for an AC of 12+Wisdom and goading roar to make enemies target you rather than your allies (the AC bonus helps prevent getting overwhelmed). Getting wisdom to 6 lands you at an acceptable endgame AC of 18. Its not great, but it could be WAY worse.

White draconic sorcerer + abjuration wizard gives you armor of agathys that you can cast at max level for the arcane ward stacks and con proficiency.

With too many arcane ward stacks, enemies won’t try to attack you, but with goading roar they will!

Your damage output will come from armor of agathys, so wasting your action on goading roar isn’t the worst use of your action.

9 Comments
2024/12/04
18:26 UTC

0

Paladin Stat Spread Help

I’m planning a Githyanki Vengeance Paladin but I really struggle with giving Paladins a healthy stat spread, my current stat concept is the following:

STR: 17 DEX: 10 CON: 14 INT: 8 WIS: 10 CHA: 14

I’m planning on boosting my STR to 20 with Ethel’s Hair and a feat, and getting CHA to 16 with a feat. I’m planning on making up for the weak charisma with the Arcane Acuity Helmet.

Are these stats okay? Or should I rethink my approach?

8 Comments
2024/12/04
17:43 UTC

7

Dwarf Bard Build

I’m very new to the game and am looking for some recommendations for my character Thorunn the Drum (he uses a drum). Trying to RP as a sturdy straight to the point dwarf. Is it possible to deck my dwarf out in heavy armor and war hammer as a bard? I like using bard for the main party lead and wanna try to find a nice mix.

3 Comments
2024/12/04
16:31 UTC

12

what do you guys think would be the best level 13 build?

currently playing with a level curve mod but i only want to go to level 13 or 14 (most likely just 13). also playing with tactician enhanced mod as well as custom difficulty with honor ruleset + tactician difficulty to compensate for the two extra levels

i already know i can still probably win just playing the game regularly. however, i must admit i’m curious as to what the community would suggest would be the best if we had 13 levels. perhaps some new builds might come online with that extra level

56 Comments
2024/12/04
15:53 UTC

15

Spellsparkler or Joltshooter?

I recently started an HM run with Lae'Zel as an EK Archer and just reached level 4 as I'm RPing a lost puppy in the wilderness to gain XP before running into the Gith Patrol. I want to do all of the starting area and some of the Underdark before the creche. Here's my party and strat for them so far as I am trying to stay true to their original classes.

Lae'Zel- EK Archer with sharpshooter feat. Currently using hunter's shortbow, spells/cantrips are longstrider, magic missile, shield, thunderwave, blade ward and shocking grasp (I passed on friends despite 8 CHA, a gith charming Faerun locals seemed out of character, I use astral knowledge to buff CHA). If I go for joltshooter, I'll respec to get expeditious retreat to make use of the speedy lightfeet and have someone else get longstrider for the group.

Gale- Planned romance option, 3 div wizard/1 draconic sorc (sorc dip for con save and twinned haste later). Currently wielding the Rain Dancer, making use of wet with cold/lightning and a magic missile machine gun depending on the situation. He'd be using the Spellsparkler if I opt for that

Astarion- Arcane Trickster, sharpshooter feat

Shadowheart- War Cleric. Frontliner and can blast with spells. She can throw down water too

Karlach- Wolf Heart, GWM, everburn blade

Wyll- Fiend Bladelock, GWM will eventually use Tyr Greatsword or the flaming fist sword from Waukeen's Rest

33 Comments
2024/12/04
14:31 UTC

7

Extended spell and shield

About to start a sorcerer first time playing trying to figure out can I use extended spell on my shield spell thus giving me +5ac for an additional turn I'm deciding between this and sleep

15 Comments
2024/12/04
07:58 UTC

0

Did Monk+Druid get fixed ?

I'm talking about Flurry of Blows, can you now use it while wilshapped ? Thank you in advance

24 Comments
2024/12/04
07:03 UTC

12

Struggling with a cleric of Kelemvor build

Wanting to create a sort of cleric who is a friend to death but also smites undead. ☠️

I was thinking 5 war cleric / 7 paladin of devotion

Or should I do 10 war cleric / 2 paladin (this means I don’t get a second attack but get more spell slots)

Or… something completely different.

Please help!

5 Comments
2024/12/04
06:44 UTC

8

Phalanx

I was thinking that I'd love to build a party around AOE buffs and high AC with close to the same initiative to keep them together. I was thinking in addition to standard long rest buffs from camp...

  1. Bard with Phalar Aluve [& Hasting], Shield Master, dex gloves
  2. Cleric with lawnmower, Lathander's mace, Aid, Warding Flare
  3. Paladin (Ancients) & Bless, Aura of Courage, Aura of Warding, Aura of Protection
  4. Barbarian and aspect of the wolf [dps], strength pots. Halberd of Vigilance [Polearm Master]

Then adding gear that gives advantage with allies as available.

Really just mulling it. Any ideas?

4 Comments
2024/12/04
04:00 UTC

2

Role play build

What build or mix of builds, excluding Bard, has the best dialogue in game?

6 Comments
2024/12/04
01:58 UTC

26

How would you integrate Minthara into this party?

About to go into Act 3 and doing a mostly evil Durge play through, right now I have a Warlock Tav, Life Cleric full Shar Shadowheart, Rogue Astarion, and BM Lae’zel. I was thinking I’d swap Minthara in for Astarion’s place (not sure what I’d do about lock picking in that case), but idk if I should keep her as a Paladin or change to something else, lore accuracy isn’t really that important to me. Currently at level 9

32 Comments
2024/12/04
01:13 UTC

81

Highest spell DC and attack roll

I was about to fight Raphael on honor mode. Wouldn't take any chance. I spammed ''Hold Monster'' while Karlach and Lae'zel were bonking him.

https://preview.redd.it/3mws6am0up4e1.png?width=694&format=png&auto=webp&s=68629e4ea8f2298f14cfef40976d59e23b725bb4

https://preview.redd.it/brbkk2f1up4e1.png?width=1023&format=png&auto=webp&s=70695bf761324f43306177fb18a7b92e5e5c7b99

In order:

- 16 CHA + 1 ASI + 1 mirror = 20 CHA (+5)

- level 12 for + 4 from proficiency

- kill 3 enemies while having Raspsody for + 3 for scarlet remittance

- + 3 from elixir of battlemage

- + 1 from helldusk gloves

- + 1 from robe of the weave

- + 1 from staff of spellpower

- + 2 from amulet of the devout

- + 2 from hood of the weave

18 Comments
2024/12/03
23:23 UTC

35

What builds make good party members with a Tiger Heart Barbarian

I'm doing the tiger heart bleed, maim and then knock prone build.

Looking for builds that compliment it well. Any suggestions?

21 Comments
2024/12/03
22:51 UTC

12

I could use some feedbacks about the spell selection for a Lore Bard

As the title says I'm going for a pure lore bard but I'm having some troubles narrowing down the cantrips/spells to take and I'd like some help.

Cantrips: I decided to go with Vicious Mockery (I don't really like it and I can't see myself using it over ranged attacks or other spells but whatever) and Mage Hand->Minor Illusion->Light because their utility is great. I'm not picking Friends because I don't want to deal with the drawbacks and I'd rather just savescum.

Level 1 Spells: Dissonant Whispers and Healing Word for sure then I'm torn. Ideally I'd like to pick Speak with Animals and Longstrider because I'm lazy but I guess that Tasha and Thunderwave will be a better choice overall. The guides I read suggested Faerie Fire and Sleep but honestly I think they're only good during the very first few levels.

Level 2 Spells: Enhance Ability and Hold Person, if possible I'd also like to take Detect Thoughts until I will be able to get my hands on the Uncovered Mysteries. I read great things about Cloud of Daggers and Heat Metal but I'm not really sure about them.

Level 3 Spells: Glyph of Warding and Fear seem the best ones and to a smaller extent Plant Growth. Should I consider taking Hypnotic Pattern instead?

Level 4 Spells: Confusion?

Level 5 Spells: I really like Dominate Person and Hold Monster here.

Level 6 Spells: I guess either Eyebite or Otto

Magical Secrets: I was thinking something like Mass Healing Word, Hunger of Hadar or Counterspell but I'd like some suggestions here.

I never reached high levels in BG3 so I might be wrong, all my impressions are from reading tooltips and guides.

16 Comments
2024/12/03
22:40 UTC

0

Bladesinger/Arcane Archer multiclass?

These two are my favorite subclasses and I can't decide what to play first. What are your thoughts on a multiclass of the two? It won't be anymore MAD than either one already are on their own. Hand crossbows are what I'm thinking.

16 Comments
2024/12/03
21:55 UTC

17

Oath of conquest x BM fighter actually rocks

I am not sure how meta this is in the tabletop, but a combination of trip attack, guided strike and aura of conquest is So. Damn. Good. I use 3 Fighter, 9 Paladin split.

Yes, it misses you improved divine smite and 1 3-rd level spell slot, but it is so worth it. Having enemies spasming on the ground in terror, unable to stand up, taking crit after crit is so damn satisfying, and it is completely RP accurate.

Any suggestions on equipment to make it even better? I use restored Impaler.

6 Comments
2024/12/03
21:26 UTC

21

Fog Cloud Sentinel build

I wrote an essay, which I understand not everyone cares to read. Brevity is not my strong suit. So I posted some clips near the top so you can decide if you care enough to read about the build.

I've posted about this periodically in comments as I've ironed out the kinks, but I feel it's in a pretty good spot now. It's not an Arcane Acuity/Delete all enemies build, so don't expect insane damage numbers; this is a melee flavor build focused on locking down tougher enemies (or, in Act 3, groups of enemies) through the combination of Fog Cloud, Eversight Ring, and Sentinel. The execution is simple: Place Fog Cloud on enemy -> stand beside enemy -> prevent enemy from leaving. They will be forced to fight you and will be doing so Blinded, which severely limits their ability to hurt you.

60 second example - Group Aggro example - Vs Thisobald Thorm - Vs Balthazar - Vs OrinVs Raphael

(I know I'm fighting Thisobald "wrong", I was just testing the build)

  • Classes: 4 Ranger, 8 Swordsbard

  • Level order (if you’re like me and prefer not to respec if you can help it): Ranger 1-3 -> Bard 1-6 -> Ranger 4 -> Bard 7-8

Since we want to get Sentinel first and it’s not significantly useful without the Eversight Ring, I go Ranger 3 for Gloomstalker to help with Act 1 and then pump Bard after that. You’ll get your first feat at level 7 doing this, which is probably the level after you pick up the Eversight Ring. You could also just respec if you’re so inclined.

  • Stats: Dex is primary, Charisma secondary. 16/17 Dex, depending on if you have the Hag Hair. I went with 8/17/14/8/10/16.

For Ranger we want to grab Fog Cloud (obviously) and the Defence Fighting Style. Since our Wisdom is low I recommend grabbing Longstrider, Enhance Leap, and Find Familiar (Raven). As for subclass, I like Gloomstalker for the extra Initiative, Dread Ambusher, and BA Hide. But Hunter would probably work too.

For Bard we want the Duelling Fighting Style, and we want to grab basically any spell that doesn't require Concentration, as that will be largely reserved for Fog Cloud. One notable exception is Detect Thoughts, which can be useful depending on your gear (explained at the end). I recommend Healing Word, Speak with Animals, Feather Fall, See Invisibility, Plant Growth, Freedom of Movement, and Dimension Door. Beyond that, grab whatever you want. The main reason we’re running Bard is for Defensive Flourish, which gives us an extra 4 AC on hit for 1 turn; the rest is just icing on the cake.

Build Setup

Eversight Ring and Sentinel are mandatory, and as soon as you grab a moonlantern I recommend heading straight for the ring (you can go invisible and walk right to it). Awakened, Duellist's Prerogative, Boots of Striding / Helldusk Boots, and Hag Hair are recommended. I made a point to stay away from OP items like Helmet of Arcane Acuity and Bhaalist Armour, but you can easily slot those in if you like. In general, you want high AC, high Attack Rolls, and high Concentration/Constitution Saving Throws. Duellist's Prerogative is a huge benefit because it gives you an extra Reaction, which helps keep enemies locked down. It also has Challenge to Duel which is a really cool way to draw additional aggro (see the aggro video above).

I’m running Sentinel / ASI / Savage Attacker, but Defensive Duellist is nice as well once you get your second Reaction. Especially if you want to run with the Bhaalist Armour since you’re dropping 3 AC to do so.

Possible gear setups:

I’m currently running the “Endgame 1” option for the most part, though occasionally I need to add more Attack Roll equipment for bosses like Raphael. It’s a bit atypical but that’s why I like it. Bonespike seems like an odd choice but being able to use Menacing Attack once per turn is amazing. It adds your Proficiency to the damage and it can prevent the enemy from moving, which is great if you have enemies too far apart to all be threatened. And the combination of Braindrain Gloves + Strange Conduit Ring helps lower enemies’ Wisdom and Intelligence for Challenge to Duel/Illithid Powers. This is also why I mentioned Detect Thoughts earlier, as it’s a Concentration Ritual spell that lasts until Long Rest. Cast it in between fights and you’ll still get the advantages of Braindrain + Strange Conduit Ring even if you don’t cast Fog Cloud. You can also use your Round 1 Bonus Action on Concentrated Blast before casting Fog Cloud, for 3d6 Psychic at a range of 9m.

Overall I think it’s a fun way to play that’s different than your standard build. It struggles a little around levels 5-7, and it takes some time to get into the rhythm of things (e.g. not accidentally wasting your Reaction on Psionic Backlash), but I think it’s definitely worth a shot if you’re looking to spice things up.

10 Comments
2024/12/03
20:18 UTC

130

OK Wow. Really need some help/kind words for Solo Honour.

So I've finished the game duo Honour mode a few times now. I was really expecting to lose a bunch of solo honour runs on Myrkul or tough Act 3 fights. Even like the Mountain Pass ghouls, Bullette/Beholder or Shambling Mound if I didn't just skip it.

But FUCK ME I just lost my first two runs to OHKO crits from full health in Act 1. Our good friend Mr. Gresh just hit my level 3 cleric/wizard for 28 damage in one swing (21 + 7 fury of small). That was that. Last run I made it quite a bit further, and the Spider Matriach OHKO my level 5 OH Monk for 48 damage with venomous discharge.

So to do the math, Gresh rolled a 20, then rolled two 10s on his d12 rolls, then rolled a 3 and 4 on his d6.

Spider Matriarch rolled a 20, then rolled EIGHT STRAIGHT 6's for damage.

Fuck me. I know I should have used poison elixir on spider matriarch but I was using giant elixir so I could drop the giant club for the fight and use the spider spear instead. I'm considering just running a half-orc next time... not sure what else I can do except literally never get hit. FML.

44 Comments
2024/12/03
20:01 UTC

7

Lightning sorcerer advice

Hey all, I’m currently running a lighting sorcerer with a 2 level dip in tempest cleric. I’m using the watersparkers, along with most of the lightning charge gear. My main battle strategy is to wet the area/enemies, then stand in the water to gain lighting charges and keep it electrified.

The problem is karlach. Because most of the enemies are in the electrified water, there’s not much she can do without also becoming electrocuted. It chunks her health down a lot through long battle. What’s a good way around this? I can give her the ring that gives immunity to electrocuted, but then my sorcerer is getting electrocuted.

21 Comments
2024/12/03
19:37 UTC

3

Build help: Spore Druid & Necromancer

Hello everyone! As the title states I need some help with a build. I’m on my second play through and still early in the game at level 3. I have never done multi classing in game before and not even in dnd because it’s too confusing for me. I really loved playing a spore Druid in dnd so I would like to play one in bg3 but I also want to do a necromancer run. So I figured why not do both and combine them since they’re similar. I have watched some build videos where it was suggested to do a split 6/6 or a 10/2. Any advice or help is welcomed! Figuring these things out is not my strong point so thank you in advance.

8 Comments
2024/12/03
19:33 UTC

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