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

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<br>The Battle Master's unique mechanic is Battle Maneuvers . Upon reaching Level 3 and selecting the Battle Master subclass, players gain access to melee and ranged attacks that offer powerful additional effects. When using these abilities, though, [https://www.baldursgate3fans.com/articles/top-dragon-fights-in-fantasy-games-for-2025.html Www.Baldursgate3Fans.Com] they use one of the Fighter's limited Superiority Dice.<br><br>The Warlock, being a Charisma-based caster , tends to do very well when it comes to rolling dice in conversations and crowd controlling enemies. Though speccing into Bard doesn't necessarily improve the Warlock's damage output, by putting just one point into this class, a Warlock can provide even more utility to the party through the Song of Rest and Bardic Inspiration abilities.<br><br>These Maneuvers allow the Fighter to control the battlefield and aid their allies while pressing the attack. On reaching level seven, the Battle Master gains one more Superiority Dice, allowing them to use more Maneuvers per short rest, and also gains two more maneuvers from the above list.<br><br>The Divination School grants Wizards the abilities "Divination Savant" and "Portent" at level two. The former allows them to scribe Divination spells into their spellbook for half the normal cost , while the latter allows them to gain two "Portent Dice," which are rolled at random after a long rest. The divination wizard can replace any attack roll or saving throw within 9m with one of their portent dice as a reaction, allowing them to swap in a high number to help allies or a low number to sabotage foes.<br><br>Each day, players get eight Dice to spend on these abilities, each of which uses just one. Of the choices presented to players, Menacing Attack, Pushing Attack, and Riposte are the ones players should prioritize first, though Riposte can be replaced with Rally if your party lacks healing .<br><br>However, Fighters can also gain proficiency in Athletics via the Outlander background, which replaces Intimidation with Survival. Its Inspiration mostly comes from achieving feats in the wilderness, like felling a large beast, or finding a mythical location.<br><br>Choosing the Barbarian class to multiclass into as a Fighter is important for one reason: Rage. Rage is an incredibly powerful ability that lets a character use a bonus action to make an additional attack on their turn, but it requires a bonus action to activate.<br><br>This section covers the best equipment for Battle Master Fighters in BG3 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>When it comes down to it, the Githyanki are the best Wizard race BG3 players can choose because it saves players from using Spell Slots, and grants important proficiencies that greatly improve the Wizard's survivability.<br><br> <br>Lore And Game Information What is Avernus? Biggest Rules Changes From Dungeons and Dragons Fifth Edition The History of the Baldur’s Gate Series The Baldur's Gate Games Listed In Chronological Order (Including DLCs) What is Avernus? Harper Faction Explained What is the Shadowfell? Baldur's Gate 3's Absolute Plot Simplified and Explained Why Githyanki and Illithids Hate Each Other Who Is The Guardian? (Explained) Withers' True Identity Explained What is the Strange Ox in Baldur's Gate 3? What Is The Absolute? What Is The Absolute? What is an Elder Brain? The Gods of Baldur's Gate 3 Explained Should You Use Tadpoles and Illithid Powers? All Drow Houses In Baldur's Gate 3 Explained Things That Make No Sense In The Story Choices That Make No Sense In The <br><br>Battle Masters might prefer a weapon with longer reach instead, such as the Dancing Breeze (Sold by Exxvikgap in the Rivington General.) This powerful glaive allows the wielder to perform a Whirlwind Attack, making an attack against all enemies within range. The Drakethroat Glaive also remains viable, as does the Moonlight Glaive and the Halberd of Vigilance. You could also consider Nyrulna, a legendary Trident that returns when thrown and causes thunder damage explosions when thrown too. It can also create cutting winds that blow back foes and create gusts of wind that also inflict thunder damage.<br><br>Since the Eldritch Knight subclass is particularly tanky, this is a good time to pick up a new shield for the endgame. Take on Viconia DeVir as part of the "Daughter of Darkness" quest to pick up Viconia's Walking Fortress. This legendary shield grants advantage on saving throws against spells, imposes disadvantage on spell attack rolls against you, and provides access to two useful spells. Warding Bond once per long rest can be handy, but the true power of this shield lies in its exclusive spell: Reflective Shell. Once per short rest, this can be cast as a bonus action to send all incoming projectiles back to sender for the next two turns, rendering ranged attacks against the wielder both pointless and dangerous to the attacker. Nylruna, the trident mentioned in the Battle Master section, is also a fantastic weapon choice for an Eldritch Knight that helps them control the battlefield.<br>
<br>This tends to complement a Warlock's own RP choices during dialogues, but they are both Intelligence checks, an Ability Score that Warlocks don't generally put a lot of points into. This can hinder their effectiveness, but on the other hand, having Advantage on these rolls can be much handier than a simple bonus.<br><br>Warlocks have something to do every time they level up, but limited spell slots makes it important to make the right selections. This table displays recommended BG3 Warlock build choices for every level that synergize well with the BG3 Great Old One Warlock build, including a number of powerful CC and debuffing offensive spells, Eldritch Invocations that empower you or grant new abilities, and Feats that will help your effectiveness as a ranged spellcaster.<br><br>Players should seek out the Spell Savant Amulet in Act 3 to keep in the inventory for emergencies, since wearing it will grant an additional level 2 spell slot and each party member can use that bonus spell slot once per long rest. The Shelter of Athkatla (Looted from Lorroakan in Act 3) provides advantage on saving throws against all spells and lets you cast Mirror Image for free once per long rest, making for an excellent defensive option. That said, the Robe of the Weave can also be acquired from the Tower where Lorroakan can be found , in the same location as Markoheshkir and contained within another orb. This Robe gives the wearer +2 AC and a +1 bonus to Spell Attack Rolls and Spell Save DCs. It also heals you whenever you succeed a saving throw against an incoming spell, which can be handy.<br><br>Generally, Oath of the Crown Paladins will want to make use of a shield and a one-handed weapon to maximize their AC. Good shield options include the Glowing Shield from Act 1, the Justiciar's Greatshield from Act 2, and the Shield of the Undevout during Act 3. Viconia's Walking Fortress is an incredible option too , if you're willing to take the time to go and grab it. In terms of finding a good weapon, Phalar Aluve is an easily accessible and highly effective longsword, the Sparky Points can be decent and has the benefit of being throwable, and the Blood of Lathander is accessible late into Act 1 and remains a stunningly good weapon all the way to the endgame.<br><br> <br>As with other Hand Crossbows, this weapon has access to Piercing Shot that has the chance of inflicting Gaping Wounds that can give more damage to foes from other sources. Should users have already Disengaged or Dashed for the turn, they can also use Mobile Shot as a Bonus Action to perform a Ranged Attack - ensuring that they can still get an attack in even if they focused on movement for the t<br><br>At Level 3, Oathbreakers gain two additional Channel Oath Abilities, Control Undead and Dreadful Aspect. Control Undead allows Oathbreakers to gain control over an undead creature, allowing them to gain a temporary ally if the creature fails a Wisdom Saving Throw. Dreadful Aspect allows them to create a pulse that frightens nearby enemies that fail a Wisdom Saving Throw. They also gain the spells "Hellish Rebuke" and " Inflict Wounds " as additional prepared spells, allowing them to counterattack with fire and deal necrotic damage at a distance.<br><br>In terms of multiclassing, the Swarmkeeper Ranger pairs very well with Thief or Assassin Rogues , the former being particularly useful in a dual-wielding build while the latter performs better if you're using a ranged weapon. A few fighter levels for Action Surge and Second Wind can also be very strong on any Ranger.<br><br>The Hunter Subclass gains some powerful once-per-turn effects through Hunter's Prey, which could benefit other martial classes like the Fighter and Paladin. Multiattack Defence could be really helpful on a tanky character when facing powerful foes later in the game. Monks can also benefit greatly from abilities like Giant Killer and Colossus Slayer, as long as there is a weapon in their main hand.<br><br>At level six, they gain Misty Escape, letting them turn invisible after taking damage once per short rest. Once invisible they can choose to cast Misty Step on their next turn, though doing so breaks the invisibility effect.<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>The Full Blackguard Set can be obtained by defeating a trio of Death Knights who guard the Murder Tribunal. These three are known as "That Which Guards", "That Which Lurks", and "That Which Watches." Defeating them will earn you the entire Blackguard Set: Blackguard's Plate, Blackguard's Greaves, Blackguard's Gauntlets, Blackguard's Sword, and Shield of the Undevout. The Plate reduces incoming damage by 1 and grants advantage on Wisdom Saving Throws. The Gauntlets provide +1 to attack rolls and strength saving throws (Along with casting inflict wounds at level 4 once per long rest.) The Greaves grant permanent longstrider and +1 to athletics. The Shield gives an extra first-level spell slot and gives all enemies disadvantage on saving throws against any [https://Baldursgate3Fans.com/articles/life-without-shadowheart-a-fresh-perspective-on-baldur-s-gate-3.html temple of shar storyline] your actions that cause fear. Finally, the Sword deals necrotic damage and can daze enemies you hit with your smites.<br>

Latest revision as of 01:08, 8 November 2025


This tends to complement a Warlock's own RP choices during dialogues, but they are both Intelligence checks, an Ability Score that Warlocks don't generally put a lot of points into. This can hinder their effectiveness, but on the other hand, having Advantage on these rolls can be much handier than a simple bonus.

Warlocks have something to do every time they level up, but limited spell slots makes it important to make the right selections. This table displays recommended BG3 Warlock build choices for every level that synergize well with the BG3 Great Old One Warlock build, including a number of powerful CC and debuffing offensive spells, Eldritch Invocations that empower you or grant new abilities, and Feats that will help your effectiveness as a ranged spellcaster.

Players should seek out the Spell Savant Amulet in Act 3 to keep in the inventory for emergencies, since wearing it will grant an additional level 2 spell slot and each party member can use that bonus spell slot once per long rest. The Shelter of Athkatla (Looted from Lorroakan in Act 3) provides advantage on saving throws against all spells and lets you cast Mirror Image for free once per long rest, making for an excellent defensive option. That said, the Robe of the Weave can also be acquired from the Tower where Lorroakan can be found , in the same location as Markoheshkir and contained within another orb. This Robe gives the wearer +2 AC and a +1 bonus to Spell Attack Rolls and Spell Save DCs. It also heals you whenever you succeed a saving throw against an incoming spell, which can be handy.

Generally, Oath of the Crown Paladins will want to make use of a shield and a one-handed weapon to maximize their AC. Good shield options include the Glowing Shield from Act 1, the Justiciar's Greatshield from Act 2, and the Shield of the Undevout during Act 3. Viconia's Walking Fortress is an incredible option too , if you're willing to take the time to go and grab it. In terms of finding a good weapon, Phalar Aluve is an easily accessible and highly effective longsword, the Sparky Points can be decent and has the benefit of being throwable, and the Blood of Lathander is accessible late into Act 1 and remains a stunningly good weapon all the way to the endgame.


As with other Hand Crossbows, this weapon has access to Piercing Shot that has the chance of inflicting Gaping Wounds that can give more damage to foes from other sources. Should users have already Disengaged or Dashed for the turn, they can also use Mobile Shot as a Bonus Action to perform a Ranged Attack - ensuring that they can still get an attack in even if they focused on movement for the t

At Level 3, Oathbreakers gain two additional Channel Oath Abilities, Control Undead and Dreadful Aspect. Control Undead allows Oathbreakers to gain control over an undead creature, allowing them to gain a temporary ally if the creature fails a Wisdom Saving Throw. Dreadful Aspect allows them to create a pulse that frightens nearby enemies that fail a Wisdom Saving Throw. They also gain the spells "Hellish Rebuke" and " Inflict Wounds " as additional prepared spells, allowing them to counterattack with fire and deal necrotic damage at a distance.

In terms of multiclassing, the Swarmkeeper Ranger pairs very well with Thief or Assassin Rogues , the former being particularly useful in a dual-wielding build while the latter performs better if you're using a ranged weapon. A few fighter levels for Action Surge and Second Wind can also be very strong on any Ranger.

The Hunter Subclass gains some powerful once-per-turn effects through Hunter's Prey, which could benefit other martial classes like the Fighter and Paladin. Multiattack Defence could be really helpful on a tanky character when facing powerful foes later in the game. Monks can also benefit greatly from abilities like Giant Killer and Colossus Slayer, as long as there is a weapon in their main hand.

At level six, they gain Misty Escape, letting them turn invisible after taking damage once per short rest. Once invisible they can choose to cast Misty Step on their next turn, though doing so breaks the invisibility effect.

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.

The Full Blackguard Set can be obtained by defeating a trio of Death Knights who guard the Murder Tribunal. These three are known as "That Which Guards", "That Which Lurks", and "That Which Watches." Defeating them will earn you the entire Blackguard Set: Blackguard's Plate, Blackguard's Greaves, Blackguard's Gauntlets, Blackguard's Sword, and Shield of the Undevout. The Plate reduces incoming damage by 1 and grants advantage on Wisdom Saving Throws. The Gauntlets provide +1 to attack rolls and strength saving throws (Along with casting inflict wounds at level 4 once per long rest.) The Greaves grant permanent longstrider and +1 to athletics. The Shield gives an extra first-level spell slot and gives all enemies disadvantage on saving throws against any temple of shar storyline your actions that cause fear. Finally, the Sword deals necrotic damage and can daze enemies you hit with your smites.