All Baldur s Gate 3 Warlock Subclasses Ranked: Difference between revisions
LuzRustin475 (talk | contribs) mNo edit summary |
TomMcConnan (talk | contribs) mNo edit summary |
||
| (5 intermediate revisions by 2 users not shown) | |||
| Line 1: | Line 1: | ||
<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.