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Baldur s Gate 3: Best Bard Class Build

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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.

Incandescent Staff (1d6/1d8 Bludgeoning, Quarterstaff, Very Rare): Despite its rather mediocre base damage as a Quarterstaff, its main benefits shine with its Fire Resistance, +1 Ranged Spell Attack, and free casts of Fire Bolt and Fireball. Just Fire Bolt as a Cantrip alone can give the Bard an extra offensive advantage, with Fireball just allowing them to wreak havoc in the battlefield.

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.

When it comes to equipment, the Oath of Vengeance Paladin might consider grabbing the Gloves of Heroism, hidden in the Tollhouse in Act 1. These will provide the Heroism buff whenever the Paladin uses a "Channel Oath" ability. Players can then grab the Helmet Of Smiting from the Selunite Outpost (also in Act 1), and purchase the Armor of Devotion from Roah when they relocate to Moonrise in Act 2. The former provides temporary hit points whenever you apply a status effect using a smite spell ( Searing Smite inflicting a burn effect over time, for example), while the latter allows the Paladin to restore a Channel Oath charge at will once per long rest.

Infernal Rapier (1d8+2 Piercing, Rapier, Very Rare): Getting this weapon for Wyll and then giving this to the team's Bard can give players access to the Planar Ally Spell. While only usable once per Long Rest, this extra Cambion ally can significantly add to the player's overall firepower, especially since it's far stronger than a typical pet.
They also gain access to the additional Spell options "Burning Hands" and "Command (Halt)" at level 1, which are unavailable to other Warlocks. This allows them to start fires and freeze foes in their tracks. At level three, they gain access to "Scorching Ray" and "Blindness," too, providing them with further offensive and debuffing capabilities. At level five, they gain "Fireball" and "Stinking Cloud" spells, allowing them to create a debilitating cloud of gas and use one of D&D's most famous damaging spells.

To create the best BG3 Cleric build, we recommend putting the majority of points into your Wisdom, followed by Constitution and Dexterity. The primary stat for most Life Domain Cleric spells and abilities in BG3 is Wisdom, but Constitution and Dexterity should follow closely behind for survivability and secondary combat bonuses.

One's choice of deity as a Cleric doesn't affect the game altogether too much, aside from unlocking some unique dialogue options. As a Life Domain build that's focused on healing and support, it makes the most sense to go with either Selûne or Bahamut when it comes to deity choice in character creation.

To help with their spellcasting, players should also grab the Protecty Sparkswall clothes during Act 1 at Grymforge, which provides +1 to Spell Save DC and boosts their defence while they have lightning charges. For similar reasons, players should consider grabbing the Birthright Helmet and Quickspell Gloves during Act 3, which grant +third-party games Switch 2 to Charisma and the ability to cast spells as a bonus action (once per short rest) respectively.

After reaching Act 3, Oath of Ancients Paladins can make use of many of the same options as the Vengeance Paladin, though they should probably stick with the Hellrider's Pride Gauntlets and Whispering Promise Ring combo to make the most of their healing. Wapira's Crown starts to fall off by the endgame, so this is a good time to swap it for either the Grymskull Helmet (if you picked it up in Act 1/Act 2), the Steel Watcher Helmet (found in the Steel Watch Foundry in Act 3, Provides Darkvision and Advantage on Constitution Saving Throws), or even Sarevok's Horned Helm (Defeat Sarevok at the Murder Tribunal.)

Additionally, both classes rely on Charisma, and can both take advantage of a player's high CHA stat without forcing them to invest in others. Three levels in Sorcerer lets players choose a Sorcerer subclass.

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.