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All Baldur s Gate 3 Warlock Subclasses Ranked: Difference between revisions

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Created page with "<br>Rogues' unique class feature is the Sneak Attack, which deals massive damage with a higher chance to hit, but can only be initiated if players have Advantage over a target. There is a melee and a ranged option, both of which will break Stealth when used.<br><br>Finally, level 10 Hexblade Warlocks gain "Armour of Hexes," which lets them spend a reaction when attacked for a 50% chance of entirely negating that attack. This can be a lifesaver against powerful foes, thou..."
 
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<br>Rogues' unique class feature is the Sneak Attack, which deals massive damage with a higher chance to hit, but can only be initiated if players have Advantage over a target. There is a melee and a ranged option, both of which will break Stealth when used.<br><br>Finally, level 10 Hexblade Warlocks gain "Armour of Hexes," which lets them spend a reaction when attacked for a 50% chance of entirely negating that attack. This can be a lifesaver against powerful foes, though it's inherently luck-driven.<br><br>Players looking for more consistent damage, as opposed to the extreme highs and lows of Glaives and Greataxes, should pick up a greatsword. Excellent options in Act 1 are the Everburn Blade, Svartlebee's Woundseeker, and Jorgoral's Greatsword. The Soulbreaker Greatsword and Sussur Greatsword are also decent picks, with the former being especially valuable if playing a Githyanki. During Act 3, non-gith characters should grab the Sword of Chaos or Balduran's Giantslayer for best results, while Githyanki should instead obtain the Silver Sword of the Astral Plane.<br><br>The Shapeshifter Hat, Armor of Moonbasking, and Mutiliated Carapace can be found during Act 3, all of which are designed to benefit a character while in Wildshape (or, in the case of the Mutilated Carapace, when disguised in any way.) The Armor of Moonbasking grants 22 temporary HP while in Wildshape, reduces damage taken by 1 while those temporary HP remain, grants a +[https://www.baldursgate3fans.com/articles/the-switch-2-s-missing-masterpiece-why-baldur-s-gate-3-needs-to-join-the-party.html Third-Party Games Switch 2] bonus to AC, and grants advantage to saving throws against spells. All of these effects remain while in Wildshape. The Shapeshifter Hat increases the number of Wildshape charges by 1, while the Mutilated Carapace grants +1 to attack and damage rolls while shapeshifting or disguised.<br><br>This can make them a valuable addition to caster-heavy teams. At level 10, a Wild Magic Barbarian gets the ability "Unstable Backlash." This allows them to create a new Wild Magic surge (replacing the old one) whenever they take damage or fail a saving throw while raging. This helps to increase the chaos they cause in battle.<br><br>For greatly improved melee range, you can utilize weapons like the Monster Slayer Glaive, Drakethroat Glaive , or Sorrow, all of which are accessible during Acts 1 and 2. You could also pick up the Halberd of Vigilance during Act 2. Alternatively, you could select a Greataxe for better potential damage, such as the Very Heavy Greataxe, Blooded Greataxe. Later in the game, during Act 3, you can swap these for Sethan or the Hellfire Greataxe.<br><br>Druids gain several Wild Shape options as they level up, and Circle of the Moon builds get even more . For the first five levels as a Druid, the best Wild Shape transformation is the Bear, then the Raven. But at Level 6, Druids learn how to transform into an Owlbear, which is the most powerful Wild Shape form for the rest of the game.<br><br>Great Old One Warlocks (sometimes called "Goolocks" by D&D players) make their pact with eldritch beings in the Far Realms whose goals are inscrutable and alien. At level one, a Goolock gains the power "Mortal Reminder," which causes them to frighten the target and all nearby enemies for a turn when they land a critical hit. This can be great for weakening enemy groups, though since it triggers only on critical hits, it can't be relied upon.<br><br>Elemental Damage sets are also quite effective on a Giant Barbarian due to their Elemental Cleaver ability, with the Gloves of Belligerent Skies and/or Boots of Stormy Clamour being a particularly valuable option if you favor thunder or lightning damage. You could also equip Winter's Clutches, the Snowburst Ring, and/or the Coldbrim Hat to freeze your foes solid. Another option is to utilize the Thermoarcanic Gloves, Cinder Shoes, and Ring of Self Immolation in a heat setup, and throw on the Cindermoth Cloak to burn enemies that damage you.<br><br>At level seven, they add "Fire Shield" and "Wall of Fire" to their list of possible spells, giving them additional defensive options and the ability to create hazardous obstacles for their foes. At level nine, "Cone of Cold" and "Flame Strike" become available, giving them powerful cold and radiant damage options.<br><br> <br>Planescape: Torment features a rich story that more than makes up for its rudimentary combat. The story of the Nameless One is quite intriguing, and the fact that this game is set in locations from an established Dungeons & Dragons fantasy setting makes it a perfect recommendation in every <br><br>At the character creation screen and again at Level 6, Rogues get to choose two extra skills to gain Expertise in, for a total of four. Expertise is a little bit different than just being Proficient in a skill.<br><br>In addition to Armor, Weapon, and Saving Throw proficiencies that vary for each class, the pool of Skills you can choose from are different for each class. These cannot be changed once you get past character creation without resetting your build.<br><br>Level 1 Hexblade Warlocks also receive the "Hexblade's Curse" ability , which curses a target to receive extra damage equal to the Warlock's proficiency bonus whenever the Warlock deals damage to them. It also reduces the number needed to roll a critical hit against that target by 1, and restores HP equal to the Warlock's Proficiency+Charisma Modifier when they kill the cursed target. A Hexblade Warlock gains Shield and Wrathful Smite as level 1 spell options.<br>
<br>At level six, a Goolock gains the ability "Entropic Ward," allowing them to impose a disadvantage on an incoming attack as a reaction. Should that attack miss, they then gain an advantage on their next attack against the failed attacker. This can be used once per short rest.<br><br>The max level in Baldur's Gate 3 is Level 12, and most of the time, each level you gain will grant something new for your Druid build. On character creation you gain the basics for the Druid class, then steadily gain Feat Choices, new spells and abilities, subclass features, and increase your Proficiency Bonus.<br><br>When it comes to specialized equipment, players should seek out the Staff of Cherished Necromancy in Act 3. This powerful staff gives all creatures disadvantage on saving throws against the wielder's necromancy spells, while also harvesting "Life Essence" from any creature killed with a necromancy spell cast by its wielder. Life essence can then be spent to cast a Necromancy Spell of any level without spending a spell slot, which is incredibly powerful. This staff is dropped by Mystic Carrion in Philgrave's Mansion.<br><br>Putting all of this together, players will be able to create huge icy surfaces using spells that deal cold damage, with even the Ray of Frost Cantrip creating a decent amount of ice thanks to the Snowburst Ring, and inflicting the chilled and frost-encrusted conditions in the process. These two conditions both apply vulnerability to cold damage and can be used to freeze foes solid too.<br>The Swarmkeeper Ranger performs especially well with the Sparkstruck set if using the Cloud of Jellyfish Swarm. Grab the Joltshooter, Jolty Vest, Speedy Lightfeet, [https://www.baldursgate3fans.com/articles/spreading-plague-and-laughter-my-oath-of-pestilence-paladin-journey.html BG3 roleplay Builds] Sparkswall, and the Real Sparky Sparkswall for an excellent early-game set that'll let you dish out tons of extra lightning damage. The Blast Pendant will pair well with certain Ranger spells to dish out some extra damage with this setup too.<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><br>Players could alternatively use the Flawed Helldusk Gloves, sold by Dammon in Act 2, for a larger boost to initial damage dealt. These can be replaced with the Helldusk Gloves during Act 3 for an even bigger boost.<br><br>At level six, Abjuration Wizards get the ability "Projected Ward," which allows them to spend points from their Arcane Ward to reduce the damage a nearby ally takes from an attack. At level 10, Abjuration Wizards get "Improved Abjuration," which allows them to increase the potency of their arcane ward when they take a short rest. After a short rest, their Arcane Ward's intensity is increased by an amount equal to their Wizard level. This can give them a decent amount of extra HP to work with when protecting themselves and their allies.<br><br>Choosing the School of Illusion at level two grants the abilities "Illusion Savant" and "Improved Minor Illusion." The former halves the cost of scribing Illusion spells into the spellbook , while the latter grants the following benefits to the " Minor Illusion " cantrip:<br><br>There are three subclasses Druid players can try out in Baldur's Gate 3 : Circle of the Land, Circle of the Moon, and the Circle of Spores. While Circle of the Land focuses on spellcasting and Circle of Spores is a multi-faceted support and damage role, Circle of the Moon improves on the Druid's ability to use Wild Shape.<br><br>Other Weapon, Item Support: Unfortunately, the Ranger isn’t extremely optimized as a Class due to its multi-attribute dependency. Players should rely on Items such as Oils of Accuracy in order to boost their overall Attack Rolls and Damage Dice.<br><br>At level two, the School of Transmutation offers "Transmutation Savant" and "Experimental Alchemy." The former halves the cost of scribing Transmutation spells , while the latter allows the creation of twice as many alchemical solutions when performing alchemy (if the Wizard succeeds a DC15 Medicine Check each time.) Players who enjoy brewing their own potions should definitely consider this School.<br><br>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.<br>

Latest revision as of 02:25, 8 November 2025


At level six, a Goolock gains the ability "Entropic Ward," allowing them to impose a disadvantage on an incoming attack as a reaction. Should that attack miss, they then gain an advantage on their next attack against the failed attacker. This can be used once per short rest.

The max level in Baldur's Gate 3 is Level 12, and most of the time, each level you gain will grant something new for your Druid build. On character creation you gain the basics for the Druid class, then steadily gain Feat Choices, new spells and abilities, subclass features, and increase your Proficiency Bonus.

When it comes to specialized equipment, players should seek out the Staff of Cherished Necromancy in Act 3. This powerful staff gives all creatures disadvantage on saving throws against the wielder's necromancy spells, while also harvesting "Life Essence" from any creature killed with a necromancy spell cast by its wielder. Life essence can then be spent to cast a Necromancy Spell of any level without spending a spell slot, which is incredibly powerful. This staff is dropped by Mystic Carrion in Philgrave's Mansion.

Putting all of this together, players will be able to create huge icy surfaces using spells that deal cold damage, with even the Ray of Frost Cantrip creating a decent amount of ice thanks to the Snowburst Ring, and inflicting the chilled and frost-encrusted conditions in the process. These two conditions both apply vulnerability to cold damage and can be used to freeze foes solid too.
The Swarmkeeper Ranger performs especially well with the Sparkstruck set if using the Cloud of Jellyfish Swarm. Grab the Joltshooter, Jolty Vest, Speedy Lightfeet, BG3 roleplay Builds Sparkswall, and the Real Sparky Sparkswall for an excellent early-game set that'll let you dish out tons of extra lightning damage. The Blast Pendant will pair well with certain Ranger spells to dish out some extra damage with this setup too.

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.

Players could alternatively use the Flawed Helldusk Gloves, sold by Dammon in Act 2, for a larger boost to initial damage dealt. These can be replaced with the Helldusk Gloves during Act 3 for an even bigger boost.

At level six, Abjuration Wizards get the ability "Projected Ward," which allows them to spend points from their Arcane Ward to reduce the damage a nearby ally takes from an attack. At level 10, Abjuration Wizards get "Improved Abjuration," which allows them to increase the potency of their arcane ward when they take a short rest. After a short rest, their Arcane Ward's intensity is increased by an amount equal to their Wizard level. This can give them a decent amount of extra HP to work with when protecting themselves and their allies.

Choosing the School of Illusion at level two grants the abilities "Illusion Savant" and "Improved Minor Illusion." The former halves the cost of scribing Illusion spells into the spellbook , while the latter grants the following benefits to the " Minor Illusion " cantrip:

There are three subclasses Druid players can try out in Baldur's Gate 3 : Circle of the Land, Circle of the Moon, and the Circle of Spores. While Circle of the Land focuses on spellcasting and Circle of Spores is a multi-faceted support and damage role, Circle of the Moon improves on the Druid's ability to use Wild Shape.

Other Weapon, Item Support: Unfortunately, the Ranger isn’t extremely optimized as a Class due to its multi-attribute dependency. Players should rely on Items such as Oils of Accuracy in order to boost their overall Attack Rolls and Damage Dice.

At level two, the School of Transmutation offers "Transmutation Savant" and "Experimental Alchemy." The former halves the cost of scribing Transmutation spells , while the latter allows the creation of twice as many alchemical solutions when performing alchemy (if the Wizard succeeds a DC15 Medicine Check each time.) Players who enjoy brewing their own potions should definitely consider this School.

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.