r/BG3Builds • • Oct 20 '24

Announcement BG3 Builds Rebalanced: Final

327 Upvotes

Background

Since Baldur’s Gate 3’s full launch released with Tactician difficulty and the community began their blind playthroughs, complaints have existed that the game becomes way too easy for those familiar with D&D 5e fundamentals (attack rolls, saving throws, skill checks, proficiency, advantage) starting in mid to late Act 2. The game has such strong magic items that after you pay a visit to the merchants in the Creche, Last Light Inn, and Moonrise the difficulty takes a huge nosedive. This lack of difficulty and lack of content for evil playthroughs have been some of the biggest complaints in an otherwise great and generational game. This post intends to highlight some of the biggest balance shattering mechanics as discussed by this community, inform those looking for more balanced playthroughs on what limits to impose, and also provide mod options to help balance these mechanics or balance enemies.

A poll was created to cover some of the most balance shattering mechanics, using community feedback to determine the topics discussed. The following “community opinions” are those where 52.7% of the community decided some restriction should be used to restore a semblance of balance. My goal was 2/3 of respondents agreeing that a restriction needs to be in place, then going with the most popular choice. However some questions (like whether to use Honour mode rules or whether to use camp casting) could be considered ‘courtesy’ questions. These restrictions absolutely must be in place to reach the goals of “rebalanced” when you consider broken combos like DRS which is fixed by honour mode or warding bond camp casting. The 21% of people who voted that ignoring these restrictions is OK are not in tune with the goal of “rebalanced.” So the goal shifted to 2/3 of respondents that are sane, informed on what they are voting on, or voting in good faith. As there are some who feel, “Why is balance necessary in a PvE game?” is a legitimate question. While that is certainly an opinion to have, the people with that opinion are not the people who this topic is intended for. People who want to use broken stuff can use broken stuff. This topic is for identifying what stuff is broken, and what self-imposed rules or mods can be used to restore a semblance of balance.

What is and is not addressed by “Rebalanced?”

This doesn’t cover everything that is OP. Stuff like Gloomstalker Assassin builds that use hit-and-run mechanics are almost a completely different game. It doesn’t cover gimmicks like stacking crates and having an enlarged owlbear jump on enemies over and over and over again. It doesn’t cover powerful but also very tedious builds focused on getting tons of summons and then buffing them. It doesn’t cover things like barrelmancy. The “Rebalanced” discussion is focused on turning a normal playthrough which many would not consider to be tedious, addressing some of the balance breaking mechanics such players have access to, pointing out that their relative strength removes fun from the game for many players, and many people may want to avoid these options.

BG3Builds Rebalanced Restrictions

The following table is listed in order of most strongly opinionated in need of restriction, to least strongly opinionated. It starts with the most egregious violators and goes to less egregious ones that a large portion of the community feels needs some kind of restriction for a balanced gameplay experience.

Topic BG3Builds Rebalanced Restriction Personal comments, not from community Relevant Mods
Long Rest Spamming Once a build is “online,” (typically around level 6-8) it should be able to go at least 3 or 4 fights before a long rest. Not including taking a long rest before a boss fight, which is fine. If you are concerned about missing story points in camp by limiting long rests, then after a long rest take a partial rest (use no food supplies) to see additional camp scenes. -
Honour Mode Rules Use Honour Mode rules This includes no builds that focus on DRS bug, no warlock extra attack stacking, no perilous stakes illithid power on enemies. Additionally no extra attack from bloodlust elixirs or haste spell. While the community did not vote to restrict the use of spellcasting with extra actions granted by haste or bloodlust elixirs this is potentially a polling error on my part, and I STRONGLY recommend avoiding this. -
Camp Casting Do not put allies into your party, have them cast buff spells or other effects, then remove them from your party allowing the buffs to persist - -
Elixir Chugging No builds that depend on elixirs The most egregious outliers are strength based elixirs, bloodlust elixirs, elixirs of vigilance and elixir of battlemage’s power. Using other elixirs on consistent basis likely will not be as bad as those listed above. In Game Mods: N/a   External Mods: Elixir Rebalance by Benenach
Consumables Dependence (e.g. scrolls and special arrows) - This question was left out by accident. However it goes in the same vein as the above elixir question, regarding farming consumables that your build depends on and therefore should be restricted. -
Tavern Brawler No using Tavern Brawler if you use Strength Elixirs I strongly disagree. This does absolutely nothing to fix TB Throw builds. TB Monks can dip into fighter or cleric for heavy armor proficiency and dump Dex anyways. Tavern Brawler is broken at its core. In-game Mods: N/a   External Mods: Tavern Brawler Rebalanced by VoidVigilante. I recommend the “TavernBrawlerFinesse_NoAccuracy” version. This is still pretty strong, and even works with dex based monks, but is not balance shattering; Feats Rebalanced by WoolToque has a nerfs only optional file which also makes changes to Sharpshooter, Great Weapon Master, and Alert
Ranged Slashing Flourish No combining ranged slashing flourish with Arcane Acuity - -
Abjuration Wizard Arcane Ward No using exploits (such as spamming Warlock’s Armour of Shadows) to refill the arcane ward The damage resistance provided by Arcane Ward scales exponentially due to Larian’s changes. At higher levels of wizard it is insane, and I am not sure everyone who voted has seen just how much damage it can mitigate. I recommend not using abjuration wizard if going more than 6 or 7 levels in wizard. -

Further Topics

The following are topics which the community did not agree needed restrictions in BG3Builds Rebalanced, but I feel need addressing.

Topic My comments Relevant Mods
Initiative There may be a polling error behind why 34% of respondents in the previous question said no elixir dependence at all, then only 19% here say no dependence on Elixirs of Vigilance. Regardless d4 initiative makes the turnbased game balance issue known as “Rocket Tag” extremely easy to pull off. The Alert Feat and Elixirs of Vigilance should be approached with caution if you are not using mods to bring initiative back to a d20. In-Game Mods: d20 Initiative by Ponsinoumi   External Mods: d20 Initiative by Ponsinoumi changes initiative to a d20, which by itself rebalances the Alert feat. Alternatively Feats Rebalanced by WoolToque has a nerfs only optional file which also makes changes to Sharpshooter, Great Weapon Master, and Tavern Brawler but high dex characters will still win initiative far too frequently with this fix.
Vulnerability It is possible to make enemies vulnerable to lightning, cold, psychic, or piercing damage. With some gimmicks you can also make enemies vulnerable to fire damage. Builds that do outright 2x more damage than they are supposed to be able to do against group of enemies are extremely strong. Oftentimes a little bit of setup is necessary, but doing that little bit of setup and then going all in on your strongest option to do double damage is typically way stronger than other build options. This is especially egregious in Act 3 where you can apply piercing vulnerability with no setup, and a well optimized party can almost all do double damage. -
Duergar Invisibility Technically the problem here extends beyond Duergar. Having a quasit companion (whether through Pact of the Chain Warlock or just through getting permanent access to Shovel) enables the same problem: start every combat while invisible to get a surprise round and thin enemy numbers before they get to go. Duergar just takes this a step further since you have that option on a playable character, letting you do more powerful things while invisible. If you abuse surprise rounds (and unlimited invisibility is the best way to do so) you will make the game significantly easier. -
Arcane Acuity There are two popular builds that use arcane acuity: swords bard and fire sorc. The sords bard + arcane acuity has been addressed because it depends on swords bard’s very strong ranged slashing flourish which warranted its own question. Fire sorc depends on building up arcane acuity through Scorching Ray, which is not on its own overtuned like ranged slashing flourish. With the community not wanting to restrict arcane acuity, that means fire sorc arcane acuity builds (one of the top 3 strongest builds in the game) are totally fine in rebalanced. While these two are the most popular Arcane Acuity builds, other builds are certainly capable of it such as niche thunder acuity builds, thief rogue builds, action surging fighter builds, and more. Arcane acuity needs to be capped at +2 to maintain a semblance of balance. +3 max. If you are consistently going above this, arcane acuity should only be used to cast cantrips with. -
Radiating Orbs The strength of radiating orbs has been undermined by how offensively strong you can be. The best defense is a good offense, and if you can kill or crowd control everyone before they get to go then there is limited need to be defensive. If you implement the BG3Builds Rebalanced rules then radiating orbs will become much, much stronger and may still make encounters much easier. Like arcane acuity, radiating orbs need to be capped at +2 or +3 -
Level 1 Wizard Dip For the most part this is fine in my opinion. The biggest issues come when mixing with Arcane Acuity, but with that off the table there are a few niche spells to be worried about. Such as playing as a full caster class, taking a level in wizard, scribing the Conjure Elemental spell, and using a 6th level slot to buff it into a Myrmidon. -
Ambush Bard Strategy The "Ambush Bard" build is one that probably is only recalled by those who have been on the sub for a while, and kinda didn't want to give up on it. It's somewhat complicated to explain which is a bit of a letdown, however this 3 minute video covers it best. But with Rebalanced in play it can pretty much just run around and cause balance to desert the game. -

Still too easy?

Even with all the above changes and restrictions, those who understand the fundamentals of the game may find BG3 to still be too easy to ensure a challenge. PC users have additional difficulty increasing mods available to them. Most notably Combat extender. While I am a big fan of the default boost to enemy AC, attack roll, saving throws, and damage per attack; I am not a big fan of increasing enemy movement speed or giving some enemies an extra bonus action. And I would actually like to give enemies more health than their default configuration (~40%). But that’s the great thing about the mod. You can change all these little numbers to your liking and they apply to enemies across the game, making the game more challenging. I think that if you go with Combat Extender, d20 initiative, and restrict the mechanics mentioned above then the game finally reaches the challenge many people were hoping for at launch.

Another external mod worth mentioning is Absolute Wrath. It adds random abilities to enemies to make combat a bit more challenging and roguelike all-in-one. If you use this with combat extender, you may want to tone down combat extender from the recommended values.

Unfortunately there do not seem to be any big combat overhaul mods on console yet. One option is to implement an item attunement rule of your own, where you limit yourself to something like as many uncommon items (magic items with a green border) but only up to 3 items of rare or above (blue, purple, or yellow border) per character. Your weapons do not count towards this 3 item limit.

“Rebalanced” and this subreddit

While the goal existed to make “Rebalanced” into a flair, I think given the community’s votes on the topics found in the second table (excluding perhaps the wizard dip) indicates that this wouldn’t change anything. You’d still have fire acuity sorcs. You’d still have radiating orb clerics that win initiative and hit every enemy with a -5 or more to their attack rolls before they even get to go. You’d still have wet+lightning tempest sorcs or Bhaalist Armor + ranged slashing flourish spam. Throwzerker and TB Monks would still exist, just slightly tuned down. So it seems that going through the trouble of implementing a tag or flair is just not worth it.

This post will go into the hall of fame post to provide a reference for the most overpowered mechanics which players should avoid if they want a challenge, and I will update it with mods if people make them to reign some of these mechanics in.


r/BG3Builds • • Apr 12 '24

Announcement Hall of Fame Post

352 Upvotes

This post is to highlight many of the more important posts that have been made on the subreddit since the game released, as well as important outside resources:

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Basic Mechanics

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Complex/Specific Mechanics

  • The spellcasting modifier a character will use in 95% of cases is covered in the above "Commonly Confused Mechanics" post. But for more nuanced situations see u/EndoQuesion1000's post on Generic Spellcasting Ability

  • DRS

    • Wiki page Note that this page was mostly written by me and is where the term DRS comes from. I only did it to try and reduce the number of posts about it on this sub, and did so using knowledge from the community and a little personal testing around Patch 4 of the game, because I have never tried to exploit this mechanic. Additionally Larian has tried to fix this issue, and some changes may not be documented on this page. This page is a bit out of date, but goes over the basics. Please edit with any corrections if you are confident in them.
    • Prestigious Juice video 1 and video 2 about DRS. Again, these were before Larian made a few patches that in part address the issue, but can help you understand what is going on.
    • RoutineAd3835's post braking down DRS (using some different terminology)
  • Jukervic's analysis of Karmic Dice

  • Captain_ET's Summon Spreadsheet

  • Several experience oddities, some of which can be exploited to get more exp for characters.

Libraries of Completed Builds

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Meta Defining Posts

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Honor Mode Guides

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Helpful Tools (also found on sidebar)

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Please let me know if there is anything you feel should be added. Specific, one of a kind builds will not be added.


r/BG3Builds • • 7h ago

Specific Mechanic What is the strongest dip in the game?

58 Upvotes

Which dip (1-3 levels) do you think offers the most/makes a build significantly stronger?

3 Rogue for thief? 2 Tempest Cleric? 1 Hexblade? 2-3 Fighter? Something else?


r/BG3Builds • • 8h ago

Specific Mechanic Less known class/subclass features

21 Upvotes

I was browsing the wiki and happened upon Wild Heart Barbarian level 8, sub class set of abilities:

Land stride: Difficult Terrain, Advantage, Plants

What are some other less known features of classes or sub classes you have found?


r/BG3Builds • • 16h ago

Specific Mechanic Is a Paladin 6 / Lore Bard 6 the best Spirit Guardians user?

30 Upvotes

You get Aura of Protection, Heavy Armor + Shield Proficiency, Fighting Style, Extra Attack, Smites, and a 5th level slot. You could also pick up the Shield Spell as your other Magical Secrets pick (which I would recommend).

Is there any other class combination that could utilize Spirit Guardians better? The only thing that comes to mind is a Divine Soul Sorcerer, but that’s not in
BG3.

Edit: Thinking about it now this would be a great option for a Shadowheart Origin run. Could pick up Booming Blade from the racial spell section and make the build even stronger.


r/BG3Builds • • 4h ago

Build Help TES-style Moth Priest: help with thematic (non-meta) build

4 Upvotes

I was inspired by the combination of open hand's Manifestation of Mind and swarmkeeper's Flurry of Moths, and my mind went to the Cult of the Ancestor Moth from the Elder Scrolls series. (Short version: they're a monastic order, some of whom practice “Way of the Peaceful Fist" for defense, who are granted a limited ability to read Elder Scrolls at the cost of gradually going blind.)

Basically, I want a monk focused on psychic damage (ideally not tavern brawler), who wears no armor and uses no weapons except possibly a staff, and who has uses the moth swarm for additional damage, mobility, and inflicting blindness.

The obvious combinations are 9/3 or 8/4 OH/swarmkeeper, but it would also be on-theme to go 6/4 and mix in two levels of Divination Wizard, which would trade some Ki for a pair of portent dice and the ability to use Shield. Human Sage is the most fitting origin, but half-High Elf (Breton ancestry) and/or Acolyte background could work too. I figure I'd take 8/16/14/12/16/8 for stats, and rely on INT+WIS skill proficiency to handle dialogue.

I haven't played divination before, so I don't have a good feel for how helpful 2 portents per long rest would actually be; if I skip the wizard levels, I'm not sure if Ki Resonation or a third feat would feel better. I'm clearly not min-maxing here, but I don't want a needlessly weak build. Any advice on level breakdowns, feats, and equipment? Thanks!


r/BG3Builds • • 6h ago

Build Help Class options for low intelligence, wisdom, and charisma characters?

4 Upvotes

I'm interested in creating a character with starting stats of 8 in wisdom, intelligence, and charisma. Preferably a single class build. What classes would be viable for such stats? Am I basically limited to barbarian or fighter?

For context I am on my first playthrough (playing as a beast master ranger) but I'm already thinking about my next. I want my main character to be stupid, oblivious, and generally unlikable and awkward. I'd love to be circle of the land druid but without wisdom I'm not sure how viable that would be. (I have a competing urge to do an all nature-themed party. Druid, Nature Cleric etc. So a wild heart barbarian could work, it just isn't my first choice)

Also I intend to play tactician difficulty next, since I'm currently on normal. If that matters at all.

Any suggestions are appreciated, thanks!


r/BG3Builds • • 3h ago

In-Game Mods 6/4/2 Swords Bard / Thief / Paladin, or full 10/2 bardadin?

2 Upvotes

Doing a 5 man challenge mode run with some friends, we have a bunch of difficulty mods:

Nightmare difficulty

Extra encounters

Tactician enhanced (+1 ac, +150% hp)

More basic enemies

Reduced xp curve

+ Honor mode ruleset and fades AIO for extra loot

We are currently level 8 in the Shadow Cursed Lands and I'm doing a full respec to a smiter swords bard for fun damage since my previous build wasn't doing it for me

I want to dual wield even though it isn't optimal for fun. I'm currently 6/2 sword bard/paladin with the savage attacker feat and Phalad Aluve. I'm wondering if the build would benefit more from taking bars to 10 for the last four levels, or taking a rogue dip to 4 for sneak attack, extra BA attack, and uncanny dodge/cunning actions

I am doing the build as a STR heavy armor frontline martial as the comp already has full sorcerer and cleric casters.

Which way would you take it?


r/BG3Builds • • 12h ago

Cleric My favorite Cleric Build Tempest 6/Sorcerer 6 Wisdom focused

11 Upvotes

I struggle with Cleric, I appreciate the things it brings but I often find it one of the least interesting casters, now you may have seen this build before but every version I saw seemed to focus on Sorcerer first and going in on Charisma when I was trying to enhance the Cleric aspect.

Start Tempest Cleric

Levels 1-4

Typically Cleric leaves a lot to be desired early game, it lacks the spells that carry the other casters at level 3-4, no equivalent to Cloud of Daggers or Moonbeam, but Tempest at the very least has the ability to buff the damage of spells like shatter.

Get 2 handbows because the martial weapon proficency of tempest lets you wield them and this makes a lot of difference on the feel of the early game to play because now you have something to do every turn with that bonus action.

Level 5

Now here's where the standard Cleric is considered to shine, Spirit Guardians is an incredible spell but there are so many fights where the enemies where too far or where it would be too risky to send the Cleric to greet them and that's where Call Lightning come's in, amazing little spell, scales very well, is lightning damage and it pairs amazingly with elixirs of bloodlust and potions of haste which I favored more as the game went on, by level 9 the character could quite easily drop 4 call lightning in a round because once cast the reactivation is free for a round.

Level 6

Your lightning and Thunder spells can now knock back enemies, you have basically have an at will area of effect damaging knock back, which synergises very well with classes that have strong crowd control that use spells like Spike Growth and Hunger of Hadar. You can also maximise 2 lightning or Thunder spells.

Level 7

This is where you respec and take the first level of Sorcerer, Storm will get you the best feature at level 12 but Dragonic will offer slight increase in survivability, after that take Cleric to 6 again, this will provide con-proficiency and as Cleric is now your second class it will let your items scale off Wisdom. Shield will greatly increase survivability and magic missile is nice utility.

Level 8

Second level in Sorcerer provides metamagic and with it, extend, extend combined with Clerics command offers one of the best forms of Crowd Control in the game and a major reason why I favor Wisdom over Charisma.

Level 9

You now have quicken, which pairs extremely well with Call Lightning, 1st round of combat with a bloodlusted elixir you can use 1 spell slot and 3 sorcery points to drop 15d10's worth of electric, 30d10 if you have someone set up some water. The build is essentially complete now and you're just picking up extra's.

Level 10

Feat from Sorcerer Wisdom to 20 if you didn't use Ethel's hair

Level 11

Get Counterspell for Sorcerer, an important defensive option, especially on Honored mode.

Level 12

This is where you're best being a Storm Sorcerer or respeccing to Storm, the ability being separate damage allows it to double on effects that trigger off damage.

Spells

Now it doesn't mean the spells I listed can't be great, just these are the one's I got the most milleage from

*for key must have spells at least for their level

** for key spells for the game

Cleric first

Level 1 cleric spells

** Command from Cleric, non-concentration crowd control, becomes a lot stronger when you can extend it. Turned Grym from a tricky fight to a cakewalk

** Create water, must have for the build, although when against single opponents or when they are tightly bunched a water bottle will do the trick. On honour mode some fights like the Bullette and Beholder go way smother with this.

Thunderwave. Your bread and butter damage spell at level 2 as now you can maximise it once a fight

Bless, extremely useful for early game when accuracy is a real issue, drops off heavily as concentration slot becomes a premium and you find so many ways of increasing accuracy

Healing word, very useful for helping downed allies at range as a bonus action

Inflict wounds, more of an emergency, you don't like to be in melee but sometimes enemies don't give you a choice so you may as well do premium damage.

Guiding bolt, does good damage for the level

Level 2 Cleric spells

Shatter, your new bread and butter for levels 3-4 because it can also be maximised, can be cast and range and is easier to place

** Aid, at low levels you won't have the spell slots to spare but if you aren't camp casting this becomes an excellent safety net as the game progresses, especially handy for summons.

** Enhance ability, a must have for honour, can turn the chance of failing a check from 1/20 to 1/400, works best if you have both this and another character with guidance.

Blindness, can be nice control at early levels for enemies immune to command

Spiritual weapon, can sometimes be handy to drop an extra body into a fight and its main value is that its a bonus action, later when you have other summons who stick around, its value drops hard.

Silence, main use is it can shut down casters if well positioned with no save, situational though.

Level 3 cleric spells

** Call Lightning, key spell of the build, damage can be maximised with destructive wrath is lightning so is doubled with wet, it almost removes one of the biggest weaknesses of casters which is resource issues. Any long fights with lots of enemies become a call lightning fest. When you get a certain ring it can even apply radiant orbs

** Spirit Guardians, very useful running around spread out enemies and applying radiant orbs before you get the callous glow ring.

** Glyph of Warding, has a large area of effect than Call Lightning, scales better than fireball, doesn't use concentration, but most importantly it lets you pick your damage type, this is a critical spell for dealing with lightning immunity or taking advantage of enemies that may have fire vulnerability, its sleep version can also be amazing no concentration area crowd control. If the opportunity presents itself you can even cast it before a fight if you know an enemy will walk into it. Just generally a great spell and every caster who can prepare it should. Only downside is it can't be maximised.

** Animate dead, hard to justify when you first get it, spell slots are at a premium but as you progress they provide free bodies for harder fights, can be especially useful to bait enemies who have abilities that trigger when hit

** Mass healing word, special case, whispering promise and hellrider gloves paired with this are a very powerful combo, blessing and blade warding but that will require your first bonus action and those items slots from this point on, but this is something others can do, a Crown Paladin is particular well suited to this role if you have a Paladin in your party.

Sleet Storm, nice crowd control, can pair well with Hunger of Hadar, does require concentration slot though

Daylight, situational spell but it doesn't require concentration and it can be very useful against certain enemies.

Remove curse, very situational spell but there are some really nasty in combat effects in can help with.

Sorcerer

Level 1 sorcerer spells

** Shield, amazing defensive spell

** Magic missile, some annoying enemies make this almost mandatory and it can be brutally effective with cull of the weak.

Chromatic Orb, can be twin casted, excellent little spell. But you've neglected charisma I might hear some of you say, as the game goes on accuracy becomes boosted so easily that this becomes a non-issue against all but the highest ac opponents.

Special mention, Witchbolt, same deal as chromatic orb, you may think about the lack of Charisma but it is an attack roll, not spell DC, and because its an attack roll it can crit, this can do crazy single target damage but in practice with how often I could drop chain lightning I never found I need it.

Level 2 Sorcerer spells

Cloud of daggers, no save, force damage, requires concentration slot though

Darkness, can be situationally useful although I prefer others classes take this role.

Level 3 sorcerer spells

** Counterspell, a situational life saver which can stop some really nasty effects from ruining your day.

Haste, I listed this for those that swear by it, but your concentration slot is highly valued, but its a fun alternative for non-risky fights when you twin cast it, but you will mostly be using potions of speed

Equipment

** for equipment that stays on until the end

Act 1 gear

Weapons

hand crossbows, with 16 dexterity you can be a decent archer, special arrows are plentiful and you get a bonus action attack

Melfs acid staff, this is a +1 spell DC save stat stick for a large portion of the game

Armor

** Luminous armor, you know it, you love its affect, you hate its look, I mod in some nice looking outfits and switch the equipment to always show camp clothing for this one.

Headgear

Haste helm, this is for Spirit Guardian because you need good speed to get the most of it.

Shadespell Circlet, when you're not using Spirit Guardians as you need to be in darkness to get that +1 DC

Rings

Crushers ring, more speed means more spirit Guardian victims

?? Whispering promise, very strong effect, blessing everyone you heal, I don't want to list it as mandatory though, it really helps the party but its not required for what the build specialises in

Ring of protection, nice defensive boost, but may be better on front liners

Footwear

Boots of speed, amazing for Spirit Guardian

** Boots of Stormy Glamour, you eventually just auto apply reverberation with every spell, although the boots of speed can be more valuable in the earlier game

Gloves

Gloves of belligerent sky, same as the boots of Stormy Glamour, just auto apply reverberation, but gloves slots tend to be more valuable so this isn't an auto pick

Gloves of dexterity, possible end game pick, it gives extra initiative, accuracy increase and can frees up stats

Amulets

Amulet of misty step, useful in a pinch

?? Pearl of power amulet, this is one you use out of combat to restore a third level spell, very useful early game

Shield

Adamantine shield, your shield until the end of act 2

Cloaks

Highly contested slot in act one so you will know best on who gets what few options you find.

Act 2 gear

Weapons stay the same

Armor Stays the same

Amulets stay the same

Gloves stay the same

Rings

** Callous Ring, not every spell does radiant damage and applies radiant orbs and reverberation

?? True loves caress, can be useful for warding bond from a tougher class like Barbarian or Moon Druid, you can cast the spell and then unequip it

Caruscation ring, more radiant orbs, but I find this can be overkill

Headgear

Fist breaker, gives more DC and initiative, great headgear

Shield

Sentinel Shield, huge boost to initiative

Cloak

Still contested, everyone wants them and nothing stands out for this build yet

Act 3 gear

Weapons

Markoheskir, a staff so good and does so much that if it wasn't in the base game you would think its some overtuned mod weapon. Improves spell DC, electric damage, extra spell, free twinned chain lightning every fight, this is your weapon, use it, no other class gets it

Bow

Hellrider long bow, you want that initiative

Shield

Ketheric shield, a +1 DC save stat stick, simple, effective.

Headgear

Hood of the weave, a big +2 bonus to your spell DC saves

Armor

Your wearing Luminous, you can wear other armor if you want but you forgo a lot of defensive protection for the party for +1 spell DC

Gloves

**Stick with Belligerent sky, the reverberation typically offers more than +1 spell DC and those are typically tied to contested items

Footwear

**Stormy Glamour

Amulet

Amulet of the devout, this is yours, +2 spell DC and you've got the best channel divinity in the game, it was made for this build.

Illithid Powers

Black Hole which makes the build so much stronger as long as someone uses it, I would actually save tadpoles to make sure everyone has this, it bunches up enemies for Call Lightning and an overlooked aspect, slow stops reactions, enemy counterspells are the bane of your existence and this can stop them before they happen.

Consumables

Bloodlust Elixirs, buy these whenever you can, for your build its almost always a free action every round.

Potions of speed, its much safer to use than the spell, as it doesn't risk the loss of a fight if concentration is broken..


r/BG3Builds • • 7h ago

Build Help Dual wield or bow

4 Upvotes

Two styles I haven’t played yet are pure bow and dual wielding.

I’m leaning toward dual wielding on my next playthrough but am willing to entertain either or both.

What’s the most fun (not necessarily most optimal) build for either or a combo. I’m trying to stay away from magic this Tav.


r/BG3Builds • • 10h ago

Build Help Help First Time Player !

2 Upvotes

I'm starting a playthrough with a friend. We are both full time working parents so have limited availability.

I'm torn between playing a Bard and Necro Wizard

So far the builds I am considering are

Necro

https://youtu.be/RVfs8W-fK10?si=V9B08JtKuq0DHMUg - pros: necro with lots of summons and good RP potential. Items are niche so not an issue sharing. Cons: Afraid micromanaging the summons will make combat a slog and most importantly seems like a build that only comes together near endgame.

Bard

https://youtu.be/qd_d_PRPweI?si=Gb96wSfoVx48crph

Pros: Good CC and support + can work well as a main character

Cons: Seems more of a meta build,less a RP build.

Hoping for some suggestions/ experiences about what to consider on a first playthrough

Spoilers - I won't have time to replay the game so I rather have a somehow spoilers hut curated good experience than a frustrating one.


r/BG3Builds • • 1d ago

Party Composition Suggestions for classes that have really fun/silly mechanics?

18 Upvotes

Giant barbarian and drunken monk were what came to mind first. Maybe moon druid? I like having a full time caster around but I don't know if any are particularly quirky.


r/BG3Builds • • 6h ago

In-Game Mods Which class would you leave out if you had an 11 person party of the PC and all recruitable companions?

0 Upvotes

I like the Combat Lottery 2 mod because you can control how many people show up in fights, and whether it's completely random or just 1 random person, but there's only 11 possible "real" characters you can have in your party! I like changing Halsin to a monk and Astarion to a bard, but you'd still have to choose between sorcerer or rogue if you want to otherwise keep people in their canon class.

I know you can just add a hireling or an extra Tav, but it would feel a little bit like cheating to me.

So, if you were sticking to pure monoclass builds, which class would you leave out entirely? Which one would you make your PC? If you're going to start switching canon classes on the companions who don't share one, who'd get what?


r/BG3Builds • • 1d ago

Build Help Help with Astarion origin build

2 Upvotes

I am starting a co-op campaign soon in which we'll both be playing as origin characters. I chose Astarion and wanted to make him a melee nova assassin. My plan is to start as 5 Gloomstalker then 3 Assassin, which is pretty typical, but wanted to get some thoughts on the remaining levels.

Originally I thought 5 Gloomstalker, 5 Assassin, 2 Fighter for action surge, but I had the idea today of 5 Gloomstlaker, 3 Assassin, 4 Vengeance Paladin so that I can abuse VoE for advantage (more sneak attacks) and stack divine smite on the critical hits that I'll get from being an Assassin. The 4th level of Paladin is also huge for adding two-level 3 smite spots, I mean spell slots.

Endgame gear that I'm hoping to use is Bhaalist armor for piercing vulnerability, along with Duellist's Pereogative to help boost critical hit chance, along with bonus action extra attack (more smite opportunities) and adding necrotic damage.

I plan to ascend Astarion as well for the extra necrotic damage and it fits the theme of my vampire assassin.

Just looking for overall thoughts on the Paladin route at later levels vs fighter and if there's any other item/class synergies that I'm overlooking.

I know ranged based Gloomstalker-Assassins are considered OP, but I really want to go the up close dueling assassin route.


r/BG3Builds • • 1d ago

Build Help Best Death Cleric/Wizard multiclass and variants?

3 Upvotes

So the idea is a necrotic damage dealer with cleric utility and optional radiating orbs. INT based, learns spells from scrolls. All cleric cantrips and spells are either utility or can't miss, wizard spells and cantrips are mostly used offensively.

Does not use or care about summons.

So the ideas I had for it..

6 Death cleric/ 6 Bladesinger - but this one doesn't work. I can't use luminous armor with this and can't use staves. Plus this build is mainly for a caster that can sometimes make melee attacks.

6 Death Cleric/ 6 other wizard subclasses - they mostly feel meh. All the basically do is just give a few wizard slots. I guess evocation and abjuration are slightly useful.

8 Death Cleric/ 2 stars druid/ 2 wizard - seems like the best option? I think the build can get to maybe 20 INT so should still get enough spell slots.

9 cleric is the max I would go since it's not a camp caster and 10 cleric is a dead level.


r/BG3Builds • • 1d ago

Build Help Help me build a stupidity with an Axe!

0 Upvotes

I really love the idea of basically having 3 dumb brutes and a bookish healer, or 2 dumb brutes, 1 dumb ranged, and a bookish healer.
(bookish cause someone's gotta heal and read!)

I don't really care much for romance or whatever.
I care about fun, chaotic, and violent fights, and not cuddling the floor too much.

What race and class should my Tav and party be? Is there a build out there a noob can look up for this that is current?

I pretty much want my Tav to be so dumb she barely knows what end of the big weapon to hold on to!
I do not want to diplomatically do anything.
I don't care much about friendships unless they benefit this kind of run. I want blood on my axe and enemies' loot in my bags.

I am not going to kill the grove etc., that's for a later session.
But anything that's not relevant to me is dead, or insulted by my stupidity and then dead.

The thing is, I am very new, so I am very clueless about BG3. How do I set this up?
How do i allocate level ups ect?


r/BG3Builds • • 2d ago

Build Help Looking to build a character loosely based on the Irish god, Lugh.

7 Upvotes

I think it's good to start with a High Half-elf Bard for this. I'm thinking Folk Hero or Sage as my background since Lugh is known for his wisdom, strength, and heroism. But to get closest to Lugh in mythology, I'll need proficiency with a spear.

I've seen a few threads discussing bards and spears but I wonder if there are any builds that would allow for using a spear without sacrificing magical abilities that one might expect from a god?

Any advice is welcome! Even if it's "you're not going to find much luck with this."

TIA!


r/BG3Builds • • 2d ago

Build Help Hunter + Hexblade combinations

12 Upvotes

Not an attempt to min-max, but just looking for something simple, effective, and fun. Any thoughts on what to go with? Other ideas that I didn't bring up here?

3 Hunter/9 Hexblade - Horde Breaker that can proc Hexblade's Curse, 5 Eldritch Invocations, level 4 spells

4 Hunter/8 Warlock - Horde Breaker, 3 feats, 4 Invocations

5 Hunter/7 Hexblade - 3 attacks (if I were playing Tactician or below)

11 Hunter/1 Hexblade - Whirwind attack that can proc Hexblade's Curse


r/BG3Builds • • 2d ago

Build Help 2 Roleplay Multiclasses that I didn't found how to put together

13 Upvotes

Hi people! I've been trying to search here any possible way (idc if it is suboptimal) to merge: 1) a Shadow Magic Sorcerer with a Way of Shadow Monk and 2) a Beast Master Ranger with a Circle of the Land or a Circle of the Moon Druid. In the first case, my idea would be to play obviously around the shadows idk if more focused on the sorcerer or the monk part. In the second case, the idea is pretty straightforward: having an animal pet while being an animal too. Maybe even 3 bears?

As I've played 650+ hours I'm searching to play things that I haven't before, so don't recommend trying more "standard" multiclasses. Also my idea is to play it in HM but I don't mind not being that powerful as long as it feels funny to play in terms of roleplay.


r/BG3Builds • • 2d ago

Build Help Tipps und Hilfe für meinen ersten Build

0 Upvotes

Hihu! Ich habe vor ca. einer Woche mit meinem Freund zusammen im Multiplayer BG3 angefangen und brauche als Anfängerin unbedingt Tipps und Verbesserungsvorschläge zu meinem Build, Zaubern und Ausrüstung.

Ich spiele eine Adelige Hochelfe mit der roten Drachenblutlinie und möchte gerne als Element Feuer fokussieren. (Als Elfen-Drachenfeuer Prinzessin ala Daenerys Targaryen also)

Noch bin ich im 1. Ark und mit meinem Charakter auf Stufe 5 angekommen aber ich habe das Gefühl noch immer nicht wirklich stark zu sein.

Meine Werte sind:

Str 8

Ges 16

Kon 16

Int 8 aber 17 (durch Stirnband der Intelligenz)

Wei 10

Cha 18

Ausrüstung:

Ausgerüstet habe ich wie gesagt das Stirnband der Intelligenz,

Robe des Sommers (habe nicht wirklich viele Roben gefunden),

Stiefel des Frühlingsschritts,

keine Ringe (besitze nur Modeschmuck),

Armschienen der Verteidigung),

Amulett der Verlorenen Stimmen,

einen Langbogen und

als Waffe den Zauberfunker.

Ich habe schon gehört, dass der Loot für Zauberer im 1. Ark noch nicht so gut sein soll. Aber vielleicht könnte man da ja noch etwas verbessern. Bzw ich freue mich besonders über Tipps für Ringe und Roben weil ich grade da am unzufriedensten bin

Meine Zauber sind:

Metamagie:

Beschleunigter Zauber

Gespiegelter Zauber

Weitreichender Zauber

Schockgriff

Kältestrahl

Knochenkälte

Feuerpfeil

Brennende Hände

Magisches Geschoss

Sengender Strahl

Chromatische Kugel

Einfache Illusion

Magierrüstung

Freunde

Hast

Feuerball

Hier könnt ihr mir auch gerne Tipps geben was ich wie kombinieren kann für den meisten Schaden.

Illithidenkräfte:

Konzentrierte Explosion

Günstige Ausgangslage

Ich bin echt über jeden Tipp dankbar. Gerne auch generelle Tipps was ich bis Ark 2 aufkeinenfall verpassen darf. Und bitte keine Spoiler zu Ark 2 und 3.

Vielen lieben Dank!!


r/BG3Builds • • 2d ago

Build Help Daggers, Darkness & Deadly Crits

3 Upvotes

Hey everyone <3
I'm planning a playthrough of Baldur's Gate 3 and I'm looking for help creating a build around a very specific character fantasy. I'm totally fine with niche builds or unusual multiclass combinations, as long as they fit the concept and are fun to play throughout the entire game.
The character fantasy
I want to play a shadow assassin who moves between shadows, strikes from stealth and takes enemies out with devastating critical hits.
My main priorities are:
Weapons: Daggers or shortswords, preferably dual-wielding. I'd love for these weapons to remain a core part of the build.

Stealth and assassination: Sneaking around, setting up ambushes and striking enemies when they least expect it.

Shadow magic and Darkness: Ideally, I'd like to create my own Darkness or shadowy areas and use them to my advantage in combat.

Teleportation: I want to move between shadows, appear behind enemies, reposition quickly and feel like I'm almost impossible to pin down.

Critical hits: This is one of my biggest priorities. I'd love to build around increasing my critical hit chance and making my crits as devastating as possible.

Main character / party face: This character will be my main character, so I don’t knowing it’s important to have high charisma or not or if I can get away if I for example have high wisdom or anything. I just don’t want to miss out on anything just because I lean way too much in one direction

I'm not necessarily looking for a conventional Rogue/Assassin build. I'm open to any class or multiclass combination that makes this fantasy work, even if it requires some unconventional choices.
I'd love some advice on the following:
Class combination: What classes and subclasses would you combine to achieve this playstyle?

Critical hits: What's the best way to maximize crit chance and crit damage without sacrificing too much of the rest of the build?

Darkness and stealth: Which classes, spells, abilities or items work best for a character who creates and fights in their own Darkness?

Teleportation: Are there good ways to teleport between enemies or shadowy areas consistently?

Dual-wielding: How viable are dual daggers or shortswords for this concept, and which weapons would you recommend?

Party face: How would you build the character's stats and skills to make them effective in dialogue as well?

Leveling progression: What would the level-by-level progression look like, and at what levels does the build really come online?

Trade-offs: What are the biggest weaknesses of this build, and are there any mechanics or synergies I might be overlooking?

I'd prefer a build that feels satisfying throughout the entire campaign rather than one that only becomes powerful at level 12.

Thanks in advance! I'm curious to see what creative builds you come up with. :3


r/BG3Builds • • 2d ago

Build Review Finishing a CrownPal/Hexblade build

0 Upvotes

I decided to make a Paladin Spirit Guardians RadOrb build with the base Crown Paladin 9/Hexblade 1. I have two levels to spare and I need advice on how to spend them.

I either go two more paladin, two fighter or two Star druid.

Paladin would get me +1d8 Radiant damage on every attack, and an extra lvl 3 spell slot.

Fighter would get me con save proficiency, action surge and an extra fighting style (probably duelling for +damage).

Star druid's dragon form would give me the bonus to concentration, a breath weapon doing radiant damage, guiding bolts and three lvl 1 spell slots. Plus some utility druid spells.

What would you pick? I will eventually use the Amulet that gives 23 con and advantage on con saves, so concentration won't be an issue.


r/BG3Builds • • 3d ago

Build Help DJ Shart Help: 6 death cleric, and what else?

16 Upvotes

I've never finished an evil run since I don't usually like playing evil, but decided i'll finally do it, so making my Shart a Dark justicier, and using all the DJ armor and the Shar Spear.

Going 6 death cleric seems like a given. At lvl 6 you get to ignore necrotic resistance, and you'll be doing plenty of necrotic damage.

I see the benefit to pushing to 8 lvls of cleric for the 1d8 necrotic boost once per round, but i'd think extra attack will be better, especially since a DJ build is mostly a sneaky melee build.

So what are the other levels? First thought is 6 shadow monk, but with the armor negating the monk unarmored bonuses, and the equipment giving you shadow teleport and immunity to dark anyway, shadow monk doesnt give much.

So 6 fighter? That'll give a 3rd feat too, which is nice. Grabbing polearm master will give a decent bonus action.

Or maybe some levels to rogue. You'll pretty much always have advantage, so you don't need extra attack if you always do sneak attacks.

additionally, what would the leveling curve look like? rushing 6 cleric sounds like the best option, since ignoring necrotic resistance is so powerful. but then you'd delay extra attack until lvl 11, which seems like a difficult tradeoff.


r/BG3Builds • • 3d ago

Build Review Shadow monk thief?

10 Upvotes

Stat plan roughly cause idk hahaha:
6 level monk (shadow monk)
3 level rogue (thief)
15 +2 in dex
14 in constitution
And the rest? I’ve read wisdom or charisma but idk which one to choose and why
Okay so the plan is to make a shadow assassin kinda build where I can jump from shadow to shadow doing lots of crit damage w daggers or short sword or both (dual wielding preferably)
I’ve heard quite a lot of shadow monk and rogue synergy that sounds quite good to me so far although idk if thief or assassin in the rogue way would fit better (lemme know)
Also I don’t know where to put the other 3 levels in I’ve heard fighter is good because of surge or something like that but I’ve also heard Druid would be nice cause of the healing factor?
I don’t really know I plan on doing that build my main so maybe you know what is better or also better options from what I’ve heard

Maybe you got some nice ideas how to maximize the capability’s of this build?
Thanks in advance :)


r/BG3Builds • • 3d ago

Build Help Build around Nature's Vengance

7 Upvotes

I'm looking to make Nature's Vengance more interesting. I can imagine it being quite funny if an enemy walking through a spike growth will receive constant damage. However, to do so one has to stand in one such surface oneself. And i find it somewhat difficult to envision that.

There are two ways to deal damage: stand in fire or in caustic brine. For the latter, there are Varsh Ko'kuu's boots negating any acid damage. For negating fire damage, you have to become unable to burn or reduce fire damage taken to 0 by using magic plate armours. You can prevent burning either with Raphael's armour, with a fire resistance elixir or by being wet. All three have drawbacks: one is late game (unless you exploit), one is limited in its availability and blocks the elixir slot for something better and one is temporary and requires setup.

So caustic brine seems like the better solution, also because acid damage has better equipment to interact with. However, its not quite trivial to make such surfaces, since you need caustic bulbs, which themselves are limited again. I could see it possible stabbing alchemists fire/caustic bulbs laid beneath oneself with an offhand attack and then casting a damage spell with your action. However, the means of negating damage eludes me and acquiring the necessary supply of items is also non-trivial. Has anybody done such a thing before?