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Baldur s Gate 3: Best Warlock Class Build: Difference between revisions

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Created page with "<br>At Levels 2, 5, 7, 9, and 11, Rogues don't have any leveling choices to make. But because the class can learn four Feats, [https://Www.Baldursgate3Fans.com/articles/karlach-s-thirsty-fanbase-in-baldur-s-gate-3-obsessions-and-reactions.html Www.Baldursgate3Fans.com] the choices that you do make while leveling this BG3 Rogue build matter a lot more. The table below displays recommended choices to make at each level-up that will synergize well with the stealthy Thief s..."
 
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<br>At Levels 2, 5, 7, 9, and 11, Rogues don't have any leveling choices to make. But because the class can learn four Feats, [https://Www.Baldursgate3Fans.com/articles/karlach-s-thirsty-fanbase-in-baldur-s-gate-3-obsessions-and-reactions.html Www.Baldursgate3Fans.com] the choices that you do make while leveling this BG3 Rogue build matter a lot more. The table below displays recommended choices to make at each level-up that will synergize well with the stealthy Thief subclass playstyle.<br><br>In the case that you don't go with a Duergar and instead choose the Half Elf for the Mask of the Wild passive, choose the Charlatan background, which grants bonuses to Deception and Sleight of Hand, or the Guild Artisan background, which grants proficiency to Insight and Persuasion.<br><br>Oath of the Ancients Paladins will break their Oath if they fail to defend the sanctity of life or deliberately disrupt the balance of nature. For an early example of this, players can break the Oath of the Ancients by resurrecting Mayrina's husband using Ethel's Wand, since raising the dead counts as disrupting the balance of nature. Many of the actions the Dark Urge will spur players into taking can also result in breaking the Oath of the Ancients.<br><br>When it comes to equipment, the Oath of Vengeance Paladin might consider grabbing the Gloves of Heroism, hidden in the Tollhouse in Act 1. These will provide the Heroism buff whenever the Paladin uses a "Channel Oath" ability. Players can then grab the Helmet Of Smiting from the Selunite Outpost (also in Act 1), and purchase the Armor of Devotion from Roah when they relocate to Moonrise in Act 2. The former provides temporary hit points whenever you apply a status effect using a smite spell ( Searing Smite inflicting a burn effect over time, for example), while the latter allows the Paladin to restore a Channel Oath charge at will once per long rest.<br><br>Hexblade Warlocks make a pact with a mysterious entity from the Shadowfell , manifesting as sentient magical weapons forged from shadow. Picking this subclass at level 1 will give you the ability "Hexed Warrior", which grants proficiency in medium armor, shields, and martial weapons. Using "Bind Hexed Weapon" on a weapon of their choice, they can use their Charisma Modifier instead of their Strength or Dexterity when attacking with that weapon, as long as they're proficient. A Hexed Weapon also has a chance of inflicting the Hexblade's Curse on any creature it strikes.<br><br>Additionally, learn one Cantrip from a select list of level 1 Cantrips. <br><br> <br> <br>To create the best BG3 Warlock build, we recommend putting the majority of points into your Charisma, followed by Constitution and Dexterity.<br><br>At Level 2, all Warlocks get to choose two Eldritch Invocations, unique abilities that can grant passive or active skills. At Level 2, only a few Eldritch Invocations are available to choose from, but as Warlocks level up more powerful options become available.<br><br> <br>Combat Mechanics Action Economy, Explained All Negative Combat Status Effects, Explained All Positive Conditions & Buffs, Explained All Elemental Surface Types (& What They Do) Ways To Use The Environment To Win Fights Guide to Advantage and Disadvantage How To Avoid Opportunity Attacks What Is Momentum? Explaining the Damage Types Guide to Proficiency How to Use Thrown Weapons The Unwritten Rules of Baldur's Gate 3 Explained What Is Momentum? How To Surprise Your Ene<br><br>Level 7 allows access to "Dominate Beast" and "Greater Invisibility," enabling them to turn animals to their side and render a target invisible for ten rounds whether they attack or not. Level 9 grants them access to "Dominate Person" and "Seeming," letting them manipulate humanoids and disguise all four party members simultaneously. Finally, at level 10, an Archfey Warlock gains "Beguiling Defenses", becoming immune to charm.<br><br>Wizards are the only class that can outright learn new spells directly from Scrolls rather than waiting for a level-up, which costs gold. But this cost is reduced if the spell corresponds with one's chosen BG3 Wizard Subclass, or School.<br><br>Duergar also gain the Dwarven Resilience passive alongside Duergar Resilience, granting Advantage on saving throws against Illusions, Charm, Paralysis, and Poison. The Darkvision can be nice, too, though the reduction in movement distance is a notable downside of the race. Most races can move at least 9m on a turn, while Dwarves can only go 7.5m.<br><br>Warlocks get to choose two skills from a list of seven, but depending on which background you choose, some may not be available. This is because those skills are already given proficiency by the Background.<br><br>The Oath of Devotion Paladin is fairly stat-hungry if players want to take full advantage of Sacred Weapon, so it doesn't pair very well with most other classes when compared to the other Paladin Subclasses. When it comes to gear, players will likely want to use a one-handed weapon and a shield, tanking for the Party and keeping enemy attention. The Blood of Lathander legendary Mace is a fantastic choice that will remain relevant for most of the game, and can be found towards the end of Act 1.<br>
<br>The Cleric multiclass option for Fighters is good for similar reasons as the Barbarian multiclass. Fighters unlock their third attack at Level 11, leaving just one level to put into another class. The Cleric, specifically the War Domain subclass, is an excellent choice because it unlocks a fourth attack, and grants access to some basic Cleric support spells.<br><br>Athletics and Survival are great for exploring the world, while Athletics and Intimidation is better for an in-your-face Fighter. Either way, Fighters have plenty of opportunities to naturally trigger Inspriation from these two Backgrounds.<br><br>The Gloom Stalker's affinity for ambush makes them a natural fit for multiclassing with Rogues, allowing them to add Sneak Attack damage to their excellent damage output. Mixing in Fighter for Action Surge and a second Fighting Style can also be beneficial. While there's a certain amount of overlap in their kits, Shadow Monks can also be a good multiclass choice for the Gloom Stalker.<br><br>Warlocks are spellcasters whose power is derived from an external power, usually a Patron Devil or other powerful, enigmatic being. The class has access to a number of powerful spells, mostly themed around control and the powers beyond comprehension, as well as the unique Eldritch Blast cantrip that is the basis of the majority of Warlocks' damage output.<br><br>When not in melee combat Taunting enemies, Circle of the Moon Druids can rely on their other spellcasting skills . For the most part, though, a Circle of the Moon Druid thrives taking on enemies face-to-face rather than in ranged combat. Abilities like Thorn Whip, Entangle, and Shillelagh keep it going close-quarters when out of Wild Shape form.<br><br>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.<br><br>Battle Master Fighters rarely spent too much time away from direct melee combat, and in a party with ranged damage and support sources, they should spend as much time as they can up-close and personal with enemies. It's perfectly fine to start a fight with a shot from a Crossbow, but when Initiative rolls, be prepared to close that distance quickly.<br><br>In Baldur's Gate 3 , some classes don't have many choices to make while leveling thanks to the lack of spells, like the Rogue or Monk. Warlocks are not like other spellcasters in BG3 because they have limited spell slots that refresh every short rest instead of long one, and are mostly reliant on Cantrips which can be empowered with Eldritch Invocations.<br><br>This section covers the best equipment for Circle of the Moon Druids in [https://Www.Baldursgate3fans.com/articles/my-journey-through-baldur-s-gate-3-s-first-ever-pvp-tournament.html Bg3 Tournament] across all three Acts. Some pieces from early Acts may still be powerful in later ones, though, and will remain equipped through several Acts.<br><br>At level seven, "Exceptional Training" lets their Animal Companion dash, disengage, or help allies as a bonus action. At level 8, Animal Companions gain more HP and higher AC again. Finally, level 11 adds "Bestial Fury," giving their Animal Companion an extra attack. This level also comes with a final set of upgrades for each Animal Companion, as shown below:<br><br>Repelling Blast, on the other hand, doesn't improve the damage of Eldritch Blast. Instead, it gives it the ability to push targets by 4.5m in the opposite direction they are hit. Be sure to position the Warlock correctly so that enemies hit can be reliably pushed off of ledges and into chasms practically for free.<br><br>At eleventh level, you gain Mighty Swarm, which increases the bonus damage from the Swarm's damage effect to 1d8 of the appropriate damage type. It also boosts your AC by 2 for a turn after using the teleport ability, and adds extra effects to the utility ability as shown in the table below:<br><br> <br>At its core, the Shortbow +1 comes with a Hamstring Shot that has the chance of halving the movement of its target. Most importantly, the Bow comes with another effect called Seldom Caught Unawares. This effect grants the user +1 to Initiative Rolls, essentially helping this ranged combatant take their turn first and enjoy being able to attack opponents and reposition just as fast to avoid retaliat<br><br>In Baldur's Gate 3 , the Warlock class is widely considered to be the easiest caster to learn and play , but that doesn't mean it's not powerful. Warlocks don't have as many spell slots as other spellcasters, but they make up for that with an incredibly powerful Cantrip and access to some of the game's best control spells.<br><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>

Latest revision as of 19:10, 7 November 2025


The Cleric multiclass option for Fighters is good for similar reasons as the Barbarian multiclass. Fighters unlock their third attack at Level 11, leaving just one level to put into another class. The Cleric, specifically the War Domain subclass, is an excellent choice because it unlocks a fourth attack, and grants access to some basic Cleric support spells.

Athletics and Survival are great for exploring the world, while Athletics and Intimidation is better for an in-your-face Fighter. Either way, Fighters have plenty of opportunities to naturally trigger Inspriation from these two Backgrounds.

The Gloom Stalker's affinity for ambush makes them a natural fit for multiclassing with Rogues, allowing them to add Sneak Attack damage to their excellent damage output. Mixing in Fighter for Action Surge and a second Fighting Style can also be beneficial. While there's a certain amount of overlap in their kits, Shadow Monks can also be a good multiclass choice for the Gloom Stalker.

Warlocks are spellcasters whose power is derived from an external power, usually a Patron Devil or other powerful, enigmatic being. The class has access to a number of powerful spells, mostly themed around control and the powers beyond comprehension, as well as the unique Eldritch Blast cantrip that is the basis of the majority of Warlocks' damage output.

When not in melee combat Taunting enemies, Circle of the Moon Druids can rely on their other spellcasting skills . For the most part, though, a Circle of the Moon Druid thrives taking on enemies face-to-face rather than in ranged combat. Abilities like Thorn Whip, Entangle, and Shillelagh keep it going close-quarters when out of Wild Shape form.

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.

Battle Master Fighters rarely spent too much time away from direct melee combat, and in a party with ranged damage and support sources, they should spend as much time as they can up-close and personal with enemies. It's perfectly fine to start a fight with a shot from a Crossbow, but when Initiative rolls, be prepared to close that distance quickly.

In Baldur's Gate 3 , some classes don't have many choices to make while leveling thanks to the lack of spells, like the Rogue or Monk. Warlocks are not like other spellcasters in BG3 because they have limited spell slots that refresh every short rest instead of long one, and are mostly reliant on Cantrips which can be empowered with Eldritch Invocations.

This section covers the best equipment for Circle of the Moon Druids in Bg3 Tournament across all three Acts. Some pieces from early Acts may still be powerful in later ones, though, and will remain equipped through several Acts.

At level seven, "Exceptional Training" lets their Animal Companion dash, disengage, or help allies as a bonus action. At level 8, Animal Companions gain more HP and higher AC again. Finally, level 11 adds "Bestial Fury," giving their Animal Companion an extra attack. This level also comes with a final set of upgrades for each Animal Companion, as shown below:

Repelling Blast, on the other hand, doesn't improve the damage of Eldritch Blast. Instead, it gives it the ability to push targets by 4.5m in the opposite direction they are hit. Be sure to position the Warlock correctly so that enemies hit can be reliably pushed off of ledges and into chasms practically for free.

At eleventh level, you gain Mighty Swarm, which increases the bonus damage from the Swarm's damage effect to 1d8 of the appropriate damage type. It also boosts your AC by 2 for a turn after using the teleport ability, and adds extra effects to the utility ability as shown in the table below:


At its core, the Shortbow +1 comes with a Hamstring Shot that has the chance of halving the movement of its target. Most importantly, the Bow comes with another effect called Seldom Caught Unawares. This effect grants the user +1 to Initiative Rolls, essentially helping this ranged combatant take their turn first and enjoy being able to attack opponents and reposition just as fast to avoid retaliat

In Baldur's Gate 3 , the Warlock class is widely considered to be the easiest caster to learn and play , but that doesn't mean it's not powerful. Warlocks don't have as many spell slots as other spellcasters, but they make up for that with an incredibly powerful Cantrip and access to some of the game's best control spells.

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.