Baldur’s Gate 3: Best Fighter Subclasses: Difference between revisions
mNo edit summary |
AlicaMarr736 (talk | contribs) mNo edit summary |
||
| Line 1: | Line 1: | ||
<br> | <br>Sorcerer: The Bard dipping into Sorcerer can give them an expanded option of more aggressive Spells that deal more consistent damage without the extra utility. Tapping into Sorcery Points and Metamagic can give the Bard more ways of approaching combat from a resource standpoint.<br><br>Updated on 20th April 2025, by Thomas Hawkins: With the addition of Patch 8's new subclasses to [https://Www.Baldursgate3Fans.com/articles/baldur-s-gate-3-photo-mode-revolution-epic-selfies-mustache-mayhem-unleashed.html baldur's gate 3 photo mode] Gate 3, players can select the Circle of the Stars for their Druids. This new subclass makes use of their Wildshape Charges to embody constellations and gain powerful new abilities, including firing blasts of light, healing a target for free after casting a spell, and unleashing a radiant breath attack. This guide has been updated to include information on this new subclass and discuss equipment and multiclassing options that benefit the Circle of the Stars.<br><br>Lae'Zel : Best suited for the Battle Master subclass, Lae'Zel can almost singlehandedly handle your front line, drawing attention from enemies and able to withstand attacks better than some other classes.<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><br>The Archfey Warlock makes their pact with a powerful Fey and draws on the capricious and whimsical powers of the Feywild. At level one, they gain the power "Fey Presence," which allows them to frighten or charm all creatures in a 3m range as an action, assuming they fail a Wisdom Saving Throw.<br><br>Flame Enamelled Armour (16 AC + DEX, Medium Armour, Very Rare): Getting this gear in the Wyrm's Rock Fortress may limit the Armour Class boost to 18 AC. However, its +2 Initiative +2 Saves, and free Fire Shield: Warm alongside Fire Resistance are worthwhile trade-offs for decent defense.<br><br>The Linebreaker Boots or Boots of Speed work well early on, and you can replace them with the Bonespike Boots, Helldusk Boots, or Disintegrating Night Walkers later on. The Gloves of Hail of Thorns can give you an extra multi-targetting attack early on, though as you continue you'll wanna replace them with the Flawed Helldusk Gloves, and then either the Bonespike Gloves or the Helldusk Gloves after reaching Act 3.<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>Level seven grants some more domain spells: "Death Ward" and "Guardian of Faith." The former restores the target to one HP the first time they would lose all of their HP while the spell is active, and the latter lets them summon a stationary guardian spirit that strikes foes entering its range.<br><br>Hunter - Colossus Slayer: After taking Sword Bard 6 and acquiring Extra Attack, going for Ranger and grabbing Hunter for Colossus Slayer can give a decent 1d8 Damage once per turn. If a Bard has Sharpshooter for the -5 to Attack Roll but +10 to Damage, pairing this with Colossus Slayer can enhance the Ranger’s DPS potential.<br><br>When Multiclassing using the Eldritch Knight subclass, it's important to understand how spell slots are calculated. The Eldritch Knight subclass isn't a full caster, so only 1/3 of its level (rounded down) is added to the effective caster level when multiclassing. As an example, a level 3 Eldritch Knight with one level in Wizard would have an effective caster level of 2. Eldritch Knight is an excellent defensive subclass thanks to its access to spells like Shield, and it can further strengthen its defenses with Abjuration Wizard levels. This allows them to utilize the Arcane Ward to protect themselves and their allies from incoming damage, charging the ward with every spell they cast.<br><br>The Knowledge Cleric has incredible potential as a 2-level dip when multiclassing, since it gets two additional intelligence skill proficiencies. By choosing the Sage background, a Knowledge Cleric can start the game with 4/5 intelligence skill proficiencies. They can then use their Knowledge of Ages ability to gain immediate proficiency in an entire skill category for the rest of the day, which is best used to gain all the Wisdom proficiencies most of the time.<br><br>Fiend Warlocks made a pact with an entity known for corrupting and destroying and often served those ends through their actions, intentionally or otherwise. Fiend Warlocks immediately receive the power "Dark One's Blessing," which allows them to receive HP equal to their Charisma modifier plus their level whenever they reduce a foe to 0 HP. This helps keep the Fiend's health topped off and allows them greater survivability.<br> | ||
Revision as of 12:25, 7 November 2025
Sorcerer: The Bard dipping into Sorcerer can give them an expanded option of more aggressive Spells that deal more consistent damage without the extra utility. Tapping into Sorcery Points and Metamagic can give the Bard more ways of approaching combat from a resource standpoint.
Updated on 20th April 2025, by Thomas Hawkins: With the addition of Patch 8's new subclasses to baldur's gate 3 photo mode Gate 3, players can select the Circle of the Stars for their Druids. This new subclass makes use of their Wildshape Charges to embody constellations and gain powerful new abilities, including firing blasts of light, healing a target for free after casting a spell, and unleashing a radiant breath attack. This guide has been updated to include information on this new subclass and discuss equipment and multiclassing options that benefit the Circle of the Stars.
Lae'Zel : Best suited for the Battle Master subclass, Lae'Zel can almost singlehandedly handle your front line, drawing attention from enemies and able to withstand attacks better than some other classes.
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 Archfey Warlock makes their pact with a powerful Fey and draws on the capricious and whimsical powers of the Feywild. At level one, they gain the power "Fey Presence," which allows them to frighten or charm all creatures in a 3m range as an action, assuming they fail a Wisdom Saving Throw.
Flame Enamelled Armour (16 AC + DEX, Medium Armour, Very Rare): Getting this gear in the Wyrm's Rock Fortress may limit the Armour Class boost to 18 AC. However, its +2 Initiative +2 Saves, and free Fire Shield: Warm alongside Fire Resistance are worthwhile trade-offs for decent defense.
The Linebreaker Boots or Boots of Speed work well early on, and you can replace them with the Bonespike Boots, Helldusk Boots, or Disintegrating Night Walkers later on. The Gloves of Hail of Thorns can give you an extra multi-targetting attack early on, though as you continue you'll wanna replace them with the Flawed Helldusk Gloves, and then either the Bonespike Gloves or the Helldusk Gloves after reaching Act 3.
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.
Level seven grants some more domain spells: "Death Ward" and "Guardian of Faith." The former restores the target to one HP the first time they would lose all of their HP while the spell is active, and the latter lets them summon a stationary guardian spirit that strikes foes entering its range.
Hunter - Colossus Slayer: After taking Sword Bard 6 and acquiring Extra Attack, going for Ranger and grabbing Hunter for Colossus Slayer can give a decent 1d8 Damage once per turn. If a Bard has Sharpshooter for the -5 to Attack Roll but +10 to Damage, pairing this with Colossus Slayer can enhance the Ranger’s DPS potential.
When Multiclassing using the Eldritch Knight subclass, it's important to understand how spell slots are calculated. The Eldritch Knight subclass isn't a full caster, so only 1/3 of its level (rounded down) is added to the effective caster level when multiclassing. As an example, a level 3 Eldritch Knight with one level in Wizard would have an effective caster level of 2. Eldritch Knight is an excellent defensive subclass thanks to its access to spells like Shield, and it can further strengthen its defenses with Abjuration Wizard levels. This allows them to utilize the Arcane Ward to protect themselves and their allies from incoming damage, charging the ward with every spell they cast.
The Knowledge Cleric has incredible potential as a 2-level dip when multiclassing, since it gets two additional intelligence skill proficiencies. By choosing the Sage background, a Knowledge Cleric can start the game with 4/5 intelligence skill proficiencies. They can then use their Knowledge of Ages ability to gain immediate proficiency in an entire skill category for the rest of the day, which is best used to gain all the Wisdom proficiencies most of the time.
Fiend Warlocks made a pact with an entity known for corrupting and destroying and often served those ends through their actions, intentionally or otherwise. Fiend Warlocks immediately receive the power "Dark One's Blessing," which allows them to receive HP equal to their Charisma modifier plus their level whenever they reduce a foe to 0 HP. This helps keep the Fiend's health topped off and allows them greater survivability.