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<br>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.<br><br>The Gloves of Belligerent Skies make an excellent addition for players using lightning, thunder, or radiant damage, applying the reverberation condition and potentially knocking enemies prone. Players should also track down the legendary staff "Markoheshkir" during Act 3 to gain access to "Kereska's Favour", which allows players to choose between six different damage types and gain access to additional spells that deal that damage type. The staff also causes all spell damage to apply a condition associated with that damage type (for example, choosing cold causes all spell damage to inflict frost).<br><br>As time goes on, the best Wizard build Subclass could change. But until then, the Evocation Wizard's ability to protect teammates from their own arcane destruction is really nice at Level 5, when Wizards pick up Fireball.<br><br>Players can also specialize in cold damage, taking advantage of powerful spells like Sleet Storm, Ice Storm, and Cone of Cold to create icy terrain and disrupt the enemy. The first thing players should do when building for cold damage on a spellcaster is grab the Mourning Frost. This powerful staff can be found in three pieces scattered across Act 1 and boosts cold damage. It also applies the "chilled" condition to anyone hit by the wielder's cold damage unless they succeed a constitution saving throw. This condition causes them to take double damage from cold damage and inflicts "frozen" on them if they receive the "Wet" condition. While Frozen, they take double damage from bludgeoning, force, and thunder damage.<br><br>The Circle of The Land is a spellcasting-focused subclass that has access to a wide variety of damage types, allowing players to work around resistances with multiple elements, or focus on a single element and push it to its limits. Players could take advantage of this by grabbing some of the element-themed magic items that can be found throughout the game, many of which can be found as early as Act 1.<br><br> <br>Even after all the strides that Bethesda has taken in the RPG genre, some people still argue that Morrowind is one of their finest and most immersive titles by far. The unwavering focus on role-playing coupled with a massive world that players can get lost in makes for a truly great t<br><br>Players who reach this point in their Bard’s career have likely stuck with a straight Bard build or accessed certain levels of Multiclass to expand their combat versatility in Baldur’s Gate 3 . At this point in time, players can make further progress with their Bard to make them the ultimate Skill experts or specialize further in their intended combat roles. These combat options make the Bard more powerful in the endgame:<br><br>The Druid's unique class feature Wild Shape is the backbone of this class, though its spell list is quite formidable in both offensive and defensive capacities. Even if you want to make a melee-only Druid (as this best BG3 Druid build guide will elaborate on), spells are still an important part of the class rotation.<br><br>At level 3, Vengeance Paladins can channel their oath to use "Abjure Enemy" or "Vow of Enmity." The former allows them to frighten an enemy as an Action, making them easier to hit, and is especially effective against Fiends and the Undead. The latter allows them to gain an advantage on Attack Rolls against a target within 3m for 10 turns, as a bonus action. This level also grants them " Bane " and "Hunter's Mark" as additional spells known. The former debuffs up to 3 creatures, while the latter places a mark on a target that makes them take extra damage from the Paladin.<br><br>Of the backgrounds Wizards can choose in BG3 , the Sage is the most obvious choice. It might seem like it's just a thematic fit, but there's a gameplay reason the Sage is the best background for Wizards. Choosing the Sage background grants proficiency in History and Arcana checks, two skills that are based on INT, which just makes Wizards that much more effective when making these rolls.<br><br>The table above explains all the spells granted at level 3 by this decision. [https://www.baldursgate3fans.com/articles/baldur-s-gate-3-bladesinger-build-guide-mastering-melee-magic.html Suggested Looking at] level 5, players choose another Spell Circle and gain new spells from that Circle. These are different spells to those offered by selecting that Circle at level 3.<br><br>Players add their Dexterity and Charisma Proficiency Bonuses to their Saving Throws, making Bards more capable of dodging deadly attacks (Acrobatics) or even resisting truth-telling Zone of Truth Spells. <br><br> <br> <br>Proficiency, Light Armor<br><br>The Barbarian class has the ability to enter a Rage with a bonus action, granting the ability to use an extra attack with a bonus action on subsequent turns – the effect ends if players don't take or deal damage on a turn.<br>
<br>Players will lose out on Arcane Recovery slots, but lose very few other benefits of both classes. Clerics rely on Wisdom to cast, however, which can lead to competition between Wisdom and Intelligence at every ability score improvement opportunity.<br><br>At level six, Conjuration Wizards learn "Benign Transposition: Teleport," allowing them to teleport to any unoccupied space within 9m or swap positions with an ally in that range. This can be good for getting the Wizard out of dangerous situations and putting a tankier ally in range of dangerous foes. Level 10 has Conjuration Wizards learn "Focused Conjuration." This prevents the Wizard's Concentration from being broken when concentrating on Conjuration Spells, which would be fantastic for preventing a lucky archer from canceling their summons if summons required concentration the way they do in the tabletop game. As this isn't the case for most summons in the game, this tends to be extremely niche.<br><br>In more general terms, players can make use of various elemental equipment sets to empower their Nature Cleric, based on their preferred elemental damage. For example, the cold damage equipment found throughout the game can be very effective when paired with Sleet Storm and Elemental Fury (Cold). Pick up the Mourning Frost from the Underdark in Act 1, along with the Hoarfrost Boots from the Inquisitor's Chamber at the Githyanki Creche. The former will apply chilled whenever the Cleric deals cold damage and grant a small boost to all cold damage dealt, while the latter prevents the Cleric from slipping on icy terrain.<br><br>Lightning Damage is the way to go with Conjuration Wizardry even when not multiclassing, since wet opponents will receive double damage from lightning. Cold damage can also be quite effective with the right gear, like the Winter's Clutches Gloves (Act 1, Sold by Lady Esther on the Rosymorne Monastery Trail or given by Sovereign Glut for completing the quest "Avenge Glut's Circle") and Hoarfrost Boots (Act 1, found in the Inquisitor's Chambers at the Githyanki Creche.)<br>The Half-Orc race is one of the best races in Baldur's Gate 3 for Druids who spend most of their time in melee combat. The racial passives of the Half-Orc race still work when in Wild Shape form, letting a Druid tear through enemies with stronger Critical Hits and a resilience to Death unique to Half-Orcs.<br><br>Updated April 6, 2025 by Erik Petrovich : Patch 8 for Baldur's Gate 3 is right around the corner, and though lots of the new subclasses seem like a lot of fun to play, the base game still offers some very powerful options for the best Druid build in BG3. The Circle of the Moon Druid is still the best Druid build in [https://Baldursgate3fans.com/articles/karlach-s-thirsty-fanbase-in-baldur-s-gate-3-obsessions-and-reactions.html Bg3 Fan Community] – but that could change with the release of Patch 8. Until then, stick with this Circle of the Moon Druid guide to learn the best Druid build tips, what makes the Circle of the Moon such a powerful subclass for the Druid, and other information that will help you min-max your Druid character. This Druid build guide has been updated to add in-game flavor descriptions of the class and subclass, as well as a new small section with the best consumables for the Druid, including both potions and elixirs, in the Equipment section.<br><br>At level eight, the Cleric gets "Divine Strike: Elemental Fury," allowing them to charge their weapon with bonus cold, fire, or lightning damage before striking, as an action. Level nine grants the spells "Insect Plague" and "Wall of Stone," giving the Cleric a dangerous area attack that creates difficult terrain and weakens foes, and the power to raise a wall of stone to obstruct incoming foes.<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>Wyll : A Fiend Warlock, Wyll's spell list is somewhat limited compared to Gale, being a Warlock comes with its own benefits. Play Wyll as a hybrid of both ranged damage and ranged control, inflicting CC on enemies as often as you attack them<br><br>Players looking to emphasize their Druid's shapeshifting ability will want to take the Circle of the Moon as their subclass. At level 2, when Druids select their subclass, the Circle of the Moon grants the druid the Combat Wildshape ability and access to a special ability called "Lunar Mend." Combat Wildshape allows the Druid to transform as a bonus action instead of a full action, allowing them easy access to their shapeshifting abilities during combat encounters. They can shapeshift twice per short rest, allowing them a total of six transformations between long rests.<br><br>The Bladesinging subclass initially grants Wizards proficiency in light armor and the performance skill, along with daggers, longswords, shortswords, rapiers, scimitars, and sickles. This allows them to fight much more effectively on the front lines, and also grants them special spellcasting animations when using these weapons. They also receive the Bladesong ability, which allows them to boost their Armor Class and Saving Throws by their proficiency bonus. This makes them much more durable, and it also allows them to generate Bladesong Charges.<br>

Revision as of 21:51, 7 November 2025


Players will lose out on Arcane Recovery slots, but lose very few other benefits of both classes. Clerics rely on Wisdom to cast, however, which can lead to competition between Wisdom and Intelligence at every ability score improvement opportunity.

At level six, Conjuration Wizards learn "Benign Transposition: Teleport," allowing them to teleport to any unoccupied space within 9m or swap positions with an ally in that range. This can be good for getting the Wizard out of dangerous situations and putting a tankier ally in range of dangerous foes. Level 10 has Conjuration Wizards learn "Focused Conjuration." This prevents the Wizard's Concentration from being broken when concentrating on Conjuration Spells, which would be fantastic for preventing a lucky archer from canceling their summons if summons required concentration the way they do in the tabletop game. As this isn't the case for most summons in the game, this tends to be extremely niche.

In more general terms, players can make use of various elemental equipment sets to empower their Nature Cleric, based on their preferred elemental damage. For example, the cold damage equipment found throughout the game can be very effective when paired with Sleet Storm and Elemental Fury (Cold). Pick up the Mourning Frost from the Underdark in Act 1, along with the Hoarfrost Boots from the Inquisitor's Chamber at the Githyanki Creche. The former will apply chilled whenever the Cleric deals cold damage and grant a small boost to all cold damage dealt, while the latter prevents the Cleric from slipping on icy terrain.

Lightning Damage is the way to go with Conjuration Wizardry even when not multiclassing, since wet opponents will receive double damage from lightning. Cold damage can also be quite effective with the right gear, like the Winter's Clutches Gloves (Act 1, Sold by Lady Esther on the Rosymorne Monastery Trail or given by Sovereign Glut for completing the quest "Avenge Glut's Circle") and Hoarfrost Boots (Act 1, found in the Inquisitor's Chambers at the Githyanki Creche.)
The Half-Orc race is one of the best races in Baldur's Gate 3 for Druids who spend most of their time in melee combat. The racial passives of the Half-Orc race still work when in Wild Shape form, letting a Druid tear through enemies with stronger Critical Hits and a resilience to Death unique to Half-Orcs.

Updated April 6, 2025 by Erik Petrovich : Patch 8 for Baldur's Gate 3 is right around the corner, and though lots of the new subclasses seem like a lot of fun to play, the base game still offers some very powerful options for the best Druid build in BG3. The Circle of the Moon Druid is still the best Druid build in Bg3 Fan Community – but that could change with the release of Patch 8. Until then, stick with this Circle of the Moon Druid guide to learn the best Druid build tips, what makes the Circle of the Moon such a powerful subclass for the Druid, and other information that will help you min-max your Druid character. This Druid build guide has been updated to add in-game flavor descriptions of the class and subclass, as well as a new small section with the best consumables for the Druid, including both potions and elixirs, in the Equipment section.

At level eight, the Cleric gets "Divine Strike: Elemental Fury," allowing them to charge their weapon with bonus cold, fire, or lightning damage before striking, as an action. Level nine grants the spells "Insect Plague" and "Wall of Stone," giving the Cleric a dangerous area attack that creates difficult terrain and weakens foes, and the power to raise a wall of stone to obstruct incoming foes.

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.

Wyll : A Fiend Warlock, Wyll's spell list is somewhat limited compared to Gale, being a Warlock comes with its own benefits. Play Wyll as a hybrid of both ranged damage and ranged control, inflicting CC on enemies as often as you attack them

Players looking to emphasize their Druid's shapeshifting ability will want to take the Circle of the Moon as their subclass. At level 2, when Druids select their subclass, the Circle of the Moon grants the druid the Combat Wildshape ability and access to a special ability called "Lunar Mend." Combat Wildshape allows the Druid to transform as a bonus action instead of a full action, allowing them easy access to their shapeshifting abilities during combat encounters. They can shapeshift twice per short rest, allowing them a total of six transformations between long rests.

The Bladesinging subclass initially grants Wizards proficiency in light armor and the performance skill, along with daggers, longswords, shortswords, rapiers, scimitars, and sickles. This allows them to fight much more effectively on the front lines, and also grants them special spellcasting animations when using these weapons. They also receive the Bladesong ability, which allows them to boost their Armor Class and Saving Throws by their proficiency bonus. This makes them much more durable, and it also allows them to generate Bladesong Charges.