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<br>Getting Started How Long To Beat Baldur's Gate 3: 10 Things We Wish We Knew Before Playing Which Difficulty Should I Pick? Where To Go First How to Play with Friends Most Beginner-Friendly Classes In Baldur's Gate 3 10 Starting Character Builds For Beginners Should You Save Scum in Baldur's Gate 3? Custom Mode, Explained Unlockable Sex Scenes, Explained Honour Mode, Expla<br><br>All Wizards get access to a list of ridiculously useful out-of-combat spells, but Evocation Wizards specifically hone in on their ability to dish out massive damage in a short amount of time. All Wizards suffer from the lack of easily rechargeable spell slots, but Evocation Wizards can put these limited slots to good use – plus, Arcane Recovery can help when a Long Rest isn't possible.<br><br>The Berserker Subclass pairs exceptionally well with the "Gloves of Uninhibited Kushigo", which boost the damage dealt by improvised and thrown weapons. Used in conjunction with Enraged Throw, this can allow the Berserker to further dish out damage using whatever's close to hand. [https://Www.Baldursgate3Fans.com/articles/baldur-s-gate-3-dice-skins-my-personal-tier-guide-and-insights.html all Dice Skins bg3] Barbarian Subclasses will also get plenty of use out of the "Wrath" magic items, which allows them to build up a stacking damage bonus by taking damage and raging. These consist of the " Linebreaker Boots ", " Bloodguzzler Garb ", " Enraging Heart Garb ", and " Cap Of Wrath ."<br><br> <br>That said, if players are looking for something a little different, find themselves intimidated by D&D 's complexity, or are simply looking for a graphical analog, there are several video games out there that channel that classical Dungeons & Dragons charm if they aren't inspired directly from the source material. These games feature massive stories, intricate combat systems, and a wealth of interesting characters in imaginative worlds that encompass everything from classic high fantasy to sci-fi epics and everything in betw<br><br>However, depending on how you like to play your Druid, the Outlander background might feel more fitting. This background grants proficiency in Athletics and Survival instead of Animal Handling and Survival, and Athletics can be very useful in combat.<br><br>But aside from useful racial spells, Githyanki give another important benefit to Wizards: armor proficiencies. As a Githyanki Wizard, players can equip Light and Medium armor, a huge AC boost over robes and clothing. The Astral Knowlegde ability can be incredibly useful for Dialogue checks and dice rolls, too.<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> <br>Skyrim is a game that took the world by storm when it was announced, and the game itself captured the hearts of players for hundreds of hours, if not more. Becoming the Dragonborn and laying waste to their enemies made for an amazing power fantasy, with players starting out very weak before slowly enhancing their power and becoming so powerful that even towering giants couldn't take them <br><br> <br>Overworld Locations – Act One Baldurs Gate 3: How To Get To Auntie Ethel's Teahouse Goblin Camp Location & Walkthrough How to Get Out of the Goblin Camp Where To Find Miri How to Open Selune Gilded Chest in Owlbear Nest How To Move The Scuffed Rock How To Handle The Spiders In The Rocky Crevice How To Fix The Elevator At The Druid Grove How To Loot Topaz's Nest How To Reach The Shiny Chest In Druid Grove How to Become a Chicken Chaser Underdark or Mountain Pass Choice Guide How to Get to Risen Road Dank Crypt G<br><br> <br>Astarion Guides How to Romance Astarion Why Astarion is One of the Best Companions Why You Should Romance Astarion in Baldur's Gate 3 Should You Let Astarion Drink Your Blood? Should You Let Astarion Become Vampire Ascendant in Baldur's Gat<br><br>At third level, Oath of the Crown Paladins receive two more Channel Oath abilities: "Champion Challenge" and "Turn the Tide." The former compels all targets within 9m/30ft to attack the user over all other targets, giving them disadvantage on attacking any other targets. Turn the Tide will heal all allies and neutral creatures within 9m/30ft for 1d6+Paladin Level+Charisma Modifier. Using these abilities makes it easy for the Oath of the Crown Paladin to draw enemy attention and protect the rest of the party. They also gain the Command and Compelled Duel spells, which are always prepared. At fifth level, Oath of the Crown Paladins will get the Warding Bond and Spiritual Weapon spells too.<br><br> <br>Other BG3 Companions Guides How to Romance Minthara How to Recruit Minthara Without Betraying the Grove How to Recruit Minthara Without Betraying the Grove 10 Reasons To Romance Minthara Why You Should Romance Halsin Baldur's Gate 3: Druid Halsin Location 10 Reasons To Romance Halsin How To Befriend Timber (The Squirrel) How to Recruit Minsc How to Recruit Withers How to Get Volo's Ersatz Eye (See Invisibility) How To Romance The Emp<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, [https://www.Baldursgate3fans.com/articles/top-dragon-fights-in-fantasy-games-for-2025.html Dragon Fights 2025] 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>Wild Magic Barbarians channel Wild Magic when they enter a rage, causing a Wild Magic surge similar to the one some Sorcerers can cause when casting spells. They also get the ability "Magic Awareness," which lets them use a bonus action to allow themselves and allies within 3m to add their proficiency bonus to saving throws against spells.<br><br>When Multiclassing with the Circle of the Moon, it is important to understand that a lot of features won't work while in Wildshape. Generally speaking, Class Actions that require the player to spend an action or bonus action will be unavailable while in Wildshape, but passive abilities will. Thus, abilities like Unarmored Defense (from Barbarian and Monk) will function in Wildshape (as long as the character wasn't wearing armor when they entered Wildshape), as will the Improved Critical ability from Champion Fighter. The War Cleric Extra Attack also works while Wildshaped, which can be useful. Players can also take levels in Barbarian and enter a Rage before using Wildshape to benefit from Rage while in Wildshape.<br><br>Players seeking out a particularly powerful helmet should take the time to fight Grym at the Adamantine Forge during Act 1 or Act 2, acquiring the Grymskull Helmet in the process. As the only Heavy Helm in the entire game, the Grymskull Helmet provides immunity to critical hits, resistance to fire damage, and the ability to cast Hunter's Mark once per long rest.<br><br>This subclass also immediately grants the Druid the Guidance Cantrip and the Guiding Bolt Spell. Guiding Bolt is always prepared, and the Druid can expend a special resource called "Star Maps" to cast it without using a spell slot. They initially receive two Star Maps per long rest. At fifth level, the Circle of Stars Druid gets an additional Star Map per long rest. At sixth level, they gain three "Cosmic Omens" per long rest. These can be spent to add 1d6 to their own attack rolls or saving throws, subtract 1d6 from an enemy's attack roll or saving throw, or add 1d6 to an ability check made by the Druid or an ally within 1.5m/5ft.<br><br>At level six, the Druid gets "Primal Strike," treating their natural attacks as magical for the purpose of overcoming damage reduction while they are transformed. They gain Saber-Toothed Tiger as a Wildshape at level eight, which has the ability to shred through armor. At level ten, the druid gets access to four "Elemental Myrmidon" wildshapes, allowing them to take on elemental forms to modify their damage type and take advantage of environmental conditions. (Lighting Oil on Fire, Electrifying Water, etc.)<br><br>At third level, Oath of the Crown Paladins receive two more Channel Oath abilities: "Champion Challenge" and "Turn the Tide." The former compels all targets within 9m/30ft to attack the user over all other targets, giving them disadvantage on attacking any other targets. Turn the Tide will heal all allies and neutral creatures within 9m/30ft for 1d6+Paladin Level+Charisma Modifier. Using these abilities makes it easy for the Oath of the Crown Paladin to draw enemy attention and protect the rest of the party. They also gain the Command and Compelled Duel spells, which are always prepared. At fifth level, Oath of the Crown Paladins will get the Warding Bond and Spiritual Weapon spells too.<br><br>The table above explains all the spells granted at level 3 by this decision. 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>The Circle of Spores Druid has a tremendous amount of synergy with the Necromancy School available to Wizards, and taking six levels of Wizard will allow them to create a much greater range of undead minions to aid them in battle. This has the added benefit of granting them access to the entire Wizard spell list thanks to both classes being full casters, though a character will need to invest in intelligence to make full use of the Wizard spells. The Circle of Spores also synergizes well with the Monk, allowing players to brawl in melee and improve their AC using their Wisdom, which will already be pretty high since it's the Druid's spellcasting stat. Fighter and Ranger are both excellent multiclass choices too, offering Extra Attack at level 5 to dish out more Necrotic Damage while using Symbiotic Entity. Ranger synergizes slightly better due to also providing additional spell slots. (Rangers are half-casters so half of the Ranger Level, rounded down, is added to the effective caster level when multiclassing.)<br>

Latest revision as of 01:49, 8 November 2025


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, Dragon Fights 2025 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.

Wild Magic Barbarians channel Wild Magic when they enter a rage, causing a Wild Magic surge similar to the one some Sorcerers can cause when casting spells. They also get the ability "Magic Awareness," which lets them use a bonus action to allow themselves and allies within 3m to add their proficiency bonus to saving throws against spells.

When Multiclassing with the Circle of the Moon, it is important to understand that a lot of features won't work while in Wildshape. Generally speaking, Class Actions that require the player to spend an action or bonus action will be unavailable while in Wildshape, but passive abilities will. Thus, abilities like Unarmored Defense (from Barbarian and Monk) will function in Wildshape (as long as the character wasn't wearing armor when they entered Wildshape), as will the Improved Critical ability from Champion Fighter. The War Cleric Extra Attack also works while Wildshaped, which can be useful. Players can also take levels in Barbarian and enter a Rage before using Wildshape to benefit from Rage while in Wildshape.

Players seeking out a particularly powerful helmet should take the time to fight Grym at the Adamantine Forge during Act 1 or Act 2, acquiring the Grymskull Helmet in the process. As the only Heavy Helm in the entire game, the Grymskull Helmet provides immunity to critical hits, resistance to fire damage, and the ability to cast Hunter's Mark once per long rest.

This subclass also immediately grants the Druid the Guidance Cantrip and the Guiding Bolt Spell. Guiding Bolt is always prepared, and the Druid can expend a special resource called "Star Maps" to cast it without using a spell slot. They initially receive two Star Maps per long rest. At fifth level, the Circle of Stars Druid gets an additional Star Map per long rest. At sixth level, they gain three "Cosmic Omens" per long rest. These can be spent to add 1d6 to their own attack rolls or saving throws, subtract 1d6 from an enemy's attack roll or saving throw, or add 1d6 to an ability check made by the Druid or an ally within 1.5m/5ft.

At level six, the Druid gets "Primal Strike," treating their natural attacks as magical for the purpose of overcoming damage reduction while they are transformed. They gain Saber-Toothed Tiger as a Wildshape at level eight, which has the ability to shred through armor. At level ten, the druid gets access to four "Elemental Myrmidon" wildshapes, allowing them to take on elemental forms to modify their damage type and take advantage of environmental conditions. (Lighting Oil on Fire, Electrifying Water, etc.)

At third level, Oath of the Crown Paladins receive two more Channel Oath abilities: "Champion Challenge" and "Turn the Tide." The former compels all targets within 9m/30ft to attack the user over all other targets, giving them disadvantage on attacking any other targets. Turn the Tide will heal all allies and neutral creatures within 9m/30ft for 1d6+Paladin Level+Charisma Modifier. Using these abilities makes it easy for the Oath of the Crown Paladin to draw enemy attention and protect the rest of the party. They also gain the Command and Compelled Duel spells, which are always prepared. At fifth level, Oath of the Crown Paladins will get the Warding Bond and Spiritual Weapon spells too.

The table above explains all the spells granted at level 3 by this decision. 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.

The Circle of Spores Druid has a tremendous amount of synergy with the Necromancy School available to Wizards, and taking six levels of Wizard will allow them to create a much greater range of undead minions to aid them in battle. This has the added benefit of granting them access to the entire Wizard spell list thanks to both classes being full casters, though a character will need to invest in intelligence to make full use of the Wizard spells. The Circle of Spores also synergizes well with the Monk, allowing players to brawl in melee and improve their AC using their Wisdom, which will already be pretty high since it's the Druid's spellcasting stat. Fighter and Ranger are both excellent multiclass choices too, offering Extra Attack at level 5 to dish out more Necrotic Damage while using Symbiotic Entity. Ranger synergizes slightly better due to also providing additional spell slots. (Rangers are half-casters so half of the Ranger Level, rounded down, is added to the effective caster level when multiclassing.)