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<br>To avoid being hindered by your own icy terrain, it's important to pick up the Hoarfrost Boots from the Inquisitor's Chamber at the Githyanki Creche too, taking the opportunity to buy Winter's Clutches from Lady Esther at the Rosymorne Monastery Trail too (These can also be acquired by completing the quest "Avenge Glut's Circle" in the Underdark, as long as players side with Glut.)<br><br>If you're multiclassing with Barbarian, we recommend Leather Armour +2 for the early-game and then either the Bhaalist Armour or Elegant Studded Leather in the late-game. If you're looking for heavy armor, you should consider grabbing the Adamantine Splint Armour during Act 1, Dwarven Splintmail from Moonrise Towers during Act 2, or the Flawed Helldusk Armour from Damon in Act 2. Another decent option is the Rippling Force Mail. You can swap in the Reaper's Embrace or Armour of Persistence later, before picking up the Helldusk Armour as your final set.<br><br>The Eldritch Knight serves as a way for Fighters to gain limited access to magic and, as a result, the ability to buff themselves and inflict elemental damage. Since they cast spells using the Intelligence stat, the Eldritch Knight subclass is particularly well suited to the Githyanki race's default bonus stats, though the full release allows players to adjust racial stat bonuses however they wish.<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>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>At level ten, Goolocks will get "Thought Shield: Psychic Resistance" and "Thought Shield: Psychic Reflection," granting them resistance to psychic damage and automatically dealing psychic damage equal to any psychic damage they do take to their attacker.<br><br>Clerics of the Life Domain are likely what many players first think of when they hear the word "Cleric", wielding powerful restorative and curative abilities to keep their allies alive and in the fight. At level 1 they gain heavy armor proficiency to help keep them alive, and also gain "Disciple of Life." This ability causes all healing spells they cast to heal an extra 2+Spell Level HP. For example, this means a level 1 Cure Wounds spell would heal an extra 3HP.<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>Players looking to emphasize their Druid's shapeshifting ability will want to take the Circle of the Moon as their subclass. At level 2, when Druids select their subclass, the Circle of the Moon grants the druid the Combat Wildshape ability and access to a special ability called "Lunar Mend." Combat Wildshape allows the Druid to transform as a bonus action instead of a full action, allowing them easy access to their shapeshifting abilities during combat encounters. They can shapeshift twice per short rest, allowing them a total of six transformations between long rests.<br> <br>According to its flavor text, the Darkfire Shortbow has been polished by the refined breath of a silver and gold dragon, both types of Dungeons & Dragons creatures known for their icy and flaming breaths, respectively. When players acquire this bow from Dammon at the Last Light Inn , they get one of the more interesting defensive options in the g<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>The Lunar Mend ability allows the Druid to spend their spell slots to heal themselves while transformed,  [https://baldursgate3Fans.com/articles/karlach-s-thirsty-fanbase-in-baldur-s-gate-3-obsessions-and-reactions.html Samantha Beart] allowing them an alternative use for their spell slots and helping them to stay transformed longer. This heals 1d8HP per level of the spell slot used, meaning that players can burn higher-level spell slots to heal more if necessary.<br><br>The Gloves of Belligerent Skies make an excellent addition for players using lightning, thunder, or radiant damage, applying the reverberation condition and potentially knocking enemies prone. Players should also track down the legendary staff "Markoheshkir" during Act 3 to gain access to "Kereska's Favour", which allows players to choose between six different damage types and gain access to additional spells that deal that damage type. The staff also causes all spell damage to apply a condition associated with that damage type (for example, choosing cold causes all spell damage to inflict frost).<br>
<br>The Thief Rogue build is based on the Thief subclass that grants an additional Bonus Action in combat, which is ridiculously useful for getting into and out of stealth . Considering how completely busted Stealth is in Baldur's Gate 3 , even with the chances from Early Access, Thief Rogues are sure to dominate damage-wise.<br><br> <br>Most weapons in Baldur’s Gate 3 often come with unique flavor text, with Gandrel's Aspiration boasting perhaps one of the game's more interesting stories to read. It’s said that when Gandrel witnessed the horrible burning of a vampire spawn , it ushered in a desire to ensure such a creature wouldn’t harm others again. This resulted in an Uncommon Heavy Crossbow capable of eliminating monsters, with its wielders getting Advantage against Monstrosity-type creatures (Feller of Monsters) as well as improved odds of ranged attacks inflicting Turn Undead for a single turn once every Short Rest (Sacred Munitio<br><br>Human: Being the most common Race in Faerun, Humans are found building lives almost anywhere. What they lack for racial features, they compensate for by getting an extra skill to be proficient with. Because Bards are already so great at skill checks, this just further guarantees success in dialogue. Humans are an ideal Race for a "balanced" Bard build.<br><br> <br>At level 6, Wild Magic Sorcerers can "Bend Luck." When a creature they can see makes a saving throw, attack roll, or ability check, the Wild Magic Sorcerer can spend 2 Sorcery Points to roll 1d4 and apply the result as a bonus or penalty to that roll. This allows the Wild Magic Sorcerer to, as the name suggests, bend luck in their fa<br><br> <br>According to its flavor text, the Darkfire Shortbow has been polished by the refined breath of a silver and gold dragon, both types of Dungeons & Dragons creatures known for their icy and flaming breaths, respectively. When players acquire this bow from Dammon at the Last Light Inn , they get one of the more interesting defensive options in the g<br> <br>At level 11, Wild Magic Sorcerers get the feature "Controlled Chaos," giving foes near the sorcerer a chance to trigger a Wild Magic Surge when casting spells. This extends the chaos they cause and can potentially cause serious harm to enemy spellcasters, though it also has a decent chance of helping them out <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> <br>Overworld Quests & Puzzles – Act One Baldur's Gate 3: How To Save The Owlbear Cub Search The Cellar Guide How To Disable The Guardian Statues How to Free Shadowheart (Woman in Pod) Find Your Belongings Walkthrough How To Save Arabella What Is The Book Of Dead Gods? Baldur's Gate 3: What To Do With The Necromancy of Thay Book How To Disable The Sarcophagus Trap (Overgrown Ruins/Dank Crypt) How To Help Alfira Finish Her Song How to Use The Rune of The Wolf How To Expose Kagha Where To Find The Dowry (& Should You Return It?) How To Save Everyone From The Burning Building How To Rescue Volo How To Save Findal How To Heal Padirna's Legs & Open The Pantry Chest How To Save Liam How To Save Thulla How to Save Barcus Wroot and Find His Pack (Rescue the Gnome Quest) Find a Cure Walkthr<br><br> <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>At Level 1, the best two Expertise choices are Stealth and Persuasion, as these play well into the Rogue's strengths in sneaky combat and dialogue checks. Later down the line, players can pick up Insight and Sleight of Hand at Level 6, though players who don't do much pickpocketing may find that Deception is a more useful skill to gain Expertise in here.<br> <br>Out-Of-Combat Mechanics How To Use The Traveller's Chest How to Get Inspiration Guide to Resting What's the Max Level Cap? Wares,  [https://WWW.Baldursgate3fans.com/articles/avowed-s-revolutionary-lore-system-sets-new-standard-for-rpg-accessibility.html RPG Onboarding] Explained How To Save How To Leave Camp How To Manage Encumbrance Guide to Multiclassing How To Get Through Noxious Fumes How To Reduce Trade Prices How To Reduce Trade Prices All Creature Sizes (& How They Affect Skills) Ways To Cure Poison How to Improve Good Dice Roll Chances How to Improve Good Dice Roll Chances Complete Alchemy G<br><br>Many builds in Baldur's Gate 3 are based on a single subclass or mechanic of a class, and in the Druid's case, this is the Circle of the Moon subclass and its enhancements to the class' intrinsic Wild Shape ability.<br><br>During Act 3,you can access some powerful armor and weapons that benefit the Battle Master. The Helldusk Armour , acquired from the House of Hope by defeating Raphael, is a great heavy armor option that allows the wearer to fly and reduces incoming damage by 3. It also provides resistance to fire and burns enemies when you succeed a saving throw against their spells. The Helldusk Boots from the top floor of Wyrm's Rock Fortress complement the Armour, allowing the wearer to automatically succeed a saving throw by spending their reaction. They also allow the wearer to teleport, causing a blast of fire wherever they reappear, making them useful for dealing with foes at range. Add in the Helldusk Helmet (found in the House of Hope) to gain immunity to critical hits and a +2 bonus to saving throws against spells. The Immolating Gaze Action the helmet grants will allow you to frighten foes and deal fire damage if they're burning. Before you can get your hands on the Helldusk Armor, consider using the Reaper's Embrace Armor you can loot from Ketheric at the end of Act 2.<br>

Revision as of 15:45, 7 November 2025


The Thief Rogue build is based on the Thief subclass that grants an additional Bonus Action in combat, which is ridiculously useful for getting into and out of stealth . Considering how completely busted Stealth is in Baldur's Gate 3 , even with the chances from Early Access, Thief Rogues are sure to dominate damage-wise.


Most weapons in Baldur’s Gate 3 often come with unique flavor text, with Gandrel's Aspiration boasting perhaps one of the game's more interesting stories to read. It’s said that when Gandrel witnessed the horrible burning of a vampire spawn , it ushered in a desire to ensure such a creature wouldn’t harm others again. This resulted in an Uncommon Heavy Crossbow capable of eliminating monsters, with its wielders getting Advantage against Monstrosity-type creatures (Feller of Monsters) as well as improved odds of ranged attacks inflicting Turn Undead for a single turn once every Short Rest (Sacred Munitio

Human: Being the most common Race in Faerun, Humans are found building lives almost anywhere. What they lack for racial features, they compensate for by getting an extra skill to be proficient with. Because Bards are already so great at skill checks, this just further guarantees success in dialogue. Humans are an ideal Race for a "balanced" Bard build.


At level 6, Wild Magic Sorcerers can "Bend Luck." When a creature they can see makes a saving throw, attack roll, or ability check, the Wild Magic Sorcerer can spend 2 Sorcery Points to roll 1d4 and apply the result as a bonus or penalty to that roll. This allows the Wild Magic Sorcerer to, as the name suggests, bend luck in their fa


According to its flavor text, the Darkfire Shortbow has been polished by the refined breath of a silver and gold dragon, both types of Dungeons & Dragons creatures known for their icy and flaming breaths, respectively. When players acquire this bow from Dammon at the Last Light Inn , they get one of the more interesting defensive options in the g

At level 11, Wild Magic Sorcerers get the feature "Controlled Chaos," giving foes near the sorcerer a chance to trigger a Wild Magic Surge when casting spells. This extends the chaos they cause and can potentially cause serious harm to enemy spellcasters, though it also has a decent chance of helping them out

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.


Overworld Quests & Puzzles – Act One Baldur's Gate 3: How To Save The Owlbear Cub Search The Cellar Guide How To Disable The Guardian Statues How to Free Shadowheart (Woman in Pod) Find Your Belongings Walkthrough How To Save Arabella What Is The Book Of Dead Gods? Baldur's Gate 3: What To Do With The Necromancy of Thay Book How To Disable The Sarcophagus Trap (Overgrown Ruins/Dank Crypt) How To Help Alfira Finish Her Song How to Use The Rune of The Wolf How To Expose Kagha Where To Find The Dowry (& Should You Return It?) How To Save Everyone From The Burning Building How To Rescue Volo How To Save Findal How To Heal Padirna's Legs & Open The Pantry Chest How To Save Liam How To Save Thulla How to Save Barcus Wroot and Find His Pack (Rescue the Gnome Quest) Find a Cure Walkthr


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

At Level 1, the best two Expertise choices are Stealth and Persuasion, as these play well into the Rogue's strengths in sneaky combat and dialogue checks. Later down the line, players can pick up Insight and Sleight of Hand at Level 6, though players who don't do much pickpocketing may find that Deception is a more useful skill to gain Expertise in here.

Out-Of-Combat Mechanics How To Use The Traveller's Chest How to Get Inspiration Guide to Resting What's the Max Level Cap? Wares, RPG Onboarding Explained How To Save How To Leave Camp How To Manage Encumbrance Guide to Multiclassing How To Get Through Noxious Fumes How To Reduce Trade Prices How To Reduce Trade Prices All Creature Sizes (& How They Affect Skills) Ways To Cure Poison How to Improve Good Dice Roll Chances How to Improve Good Dice Roll Chances Complete Alchemy G

Many builds in Baldur's Gate 3 are based on a single subclass or mechanic of a class, and in the Druid's case, this is the Circle of the Moon subclass and its enhancements to the class' intrinsic Wild Shape ability.

During Act 3,you can access some powerful armor and weapons that benefit the Battle Master. The Helldusk Armour , acquired from the House of Hope by defeating Raphael, is a great heavy armor option that allows the wearer to fly and reduces incoming damage by 3. It also provides resistance to fire and burns enemies when you succeed a saving throw against their spells. The Helldusk Boots from the top floor of Wyrm's Rock Fortress complement the Armour, allowing the wearer to automatically succeed a saving throw by spending their reaction. They also allow the wearer to teleport, causing a blast of fire wherever they reappear, making them useful for dealing with foes at range. Add in the Helldusk Helmet (found in the House of Hope) to gain immunity to critical hits and a +2 bonus to saving throws against spells. The Immolating Gaze Action the helmet grants will allow you to frighten foes and deal fire damage if they're burning. Before you can get your hands on the Helldusk Armor, consider using the Reaper's Embrace Armor you can loot from Ketheric at the end of Act 2.