<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="ja">
	<id>https://plamosoku.com/enjyo/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ThaliaWynkoop0</id>
	<title>炎上まとめwiki - 利用者の投稿記録 [ja]</title>
	<link rel="self" type="application/atom+xml" href="https://plamosoku.com/enjyo/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ThaliaWynkoop0"/>
	<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=%E7%89%B9%E5%88%A5:%E6%8A%95%E7%A8%BF%E8%A8%98%E9%8C%B2/ThaliaWynkoop0"/>
	<updated>2026-04-04T05:41:12Z</updated>
	<subtitle>利用者の投稿記録</subtitle>
	<generator>MediaWiki 1.36.1</generator>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Baldur_s_Gate_3:_Best_Fighter_Class_Build&amp;diff=1655994</id>
		<title>Baldur s Gate 3: Best Fighter Class Build</title>
		<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=Baldur_s_Gate_3:_Best_Fighter_Class_Build&amp;diff=1655994"/>
		<updated>2025-09-15T05:18:36Z</updated>

		<summary type="html">&lt;p&gt;ThaliaWynkoop0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;View Directory  [https://www.Baldursgate3fans.com/ Baldur's Gate 3 Endings] Gate 3 Guide Hub &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Baldur's Gate 3 will have one of the most complex combat systems in the RPG genre on release thanks, in part, to it being based on the Fifth Edition of Dungeons and Dragons ' ruleset. Though there are some major changes to adapt the formula to a video game, most strategies work in Baldur's Gate 3 as they do in the TTRPG – including the benefits of a well-rounded party. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It's a good idea to have one or two melee-focused party members, a perfect slot for the Fighter Class to fill in. The best Fighter build in BG3 is one that takes the class' melee prowess and turns it into a close-quarters devastator via the Battle Master subclass. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Updated April 6, 2025 by Erik Petrovich : Patch 8 for Baldur's Gate 3 is right around the corner, and though lots of the new subclasses seem like a lot of fun to play, the base game still offers some very powerful options for the best Fighter build in BG3. The Battle Master Fighter is still the best Fighter build in BG3 – but that could change with the release of Patch 8. Until then, stick with this Battle Master Fighter guide to learn the best Fighter build tips, what makes the Battle Master such a powerful subclass for the Fighter, and other information that will help you min-max your Fighter character. This Fighter build guide has been updated to add in-game flavor descriptions of the class and subclass, as well as a new small section with the best consumables for the Fighter, including both potions and elixirs, in the Equipment section. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;| &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Fighters have mastered the art of combat, wielding weapons with unmatched skill and wearing armour like a second skin.&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Fighter is a class that's meant to be played up-close-and-personal. Whether that's through sheer brutality or magical assistance is up to the player – no matter their choice of Subclass, Fighters gain a few abilities that set them apart from other melee-oriented classes like the Barbarian. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At Level 1, Second Wind grants a Bonus Action Self-Heal ability once per combat, then at Level 2, players get an Action Surge to grant an extra Action once each combat. Later on, Fighters gain better Saving Throws, Extra Attacks, and Fighting Styles, too. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Players choose their Fighter Subclass at Level 3, which can completely change how combat is approached. Though Fighters may lack the raw power of a Barbarian, the class' ability to stay alive in combat and control the battlefield from the front lines makes them a great addition to a party lacking melee specialists. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When you first start creating your Fighter Build, BG3 offers a selection of basic Class Proficiencies, and a choice of two Fighter Skill Proficiencies. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;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. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;These cannot be changed once you get past character creation without resetting your build. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There are a total of three BG3 subclasses Fighter players can try out, each of which focuses on different aspects of the class, and offers a selection of unique skills, proficiencies, and other features. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As you level up in one of these BG3 Fighter subclasses, you will gain more abilities that are unique to your subclass choice. Your choice of Fighter subclass can be changed by speaking with Withers, but you will start at Level 1 and have to make your BG3 Fighter build from scratch. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Though this chart displays information for all subclasses, if you want to make best Fighter build BG3 has to offer, you should go for the Battle Master. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The max level in Baldur's Gate 3 is Level 12, and most of the time, each level you gain will grant something new for your Fighter build. In character creation, you gain the basics for the Fighter class, then steadily gain Feat Choices, new spells and abilities, subclass features, and increase your Proficiency Bonus. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This chart displays everything you can expect to get at each Level-Up as a Fighter in your Baldur's Gate 3 journey. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;| &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;| &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Battle Masters are paragons of tactical superiority, combining combat maneuvers and experience in the field to dominate every fight.&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Battle Master Fighter build is named after the Subclass that players select at Level 3, which grants a powerful new set of skills to the Fighter that rely on a new resource: Superiority Die, used to fuel Battle Maneuvers. At Level 3, Fighters can unlock three Battle Maneuvers from a list of six, most of which have both a ranged and melee version that unlock together. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;These Battle Maneuvers, paired with the Fighter's base Action Surge and Second Wind actions, make them a serious force in melee combat – as long as they actually hit the enemy, that is. They are great at controlling enemy locations with certain Battle Maneuvers, rooting them in place or pushing them away, and can also be a source of minor buffs for the party and debuffs for enemies. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Battle Master Fighters rarely spent too much time away from direct melee combat, and in a party with ranged damage and support sources, they should spend as much time as they can up-close and personal with enemies. It's perfectly fine to start a fight with a shot from a Crossbow, but when Initiative rolls, be prepared to close that distance quickly. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In addition to everything you unlock while leveling as a Fighter , your Subclass also determines what you unlock at certain levels. As a Fighter, you can select a subclass at Level 3. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For the purposes of this guide to the BG3 best Fighter build, choose the Battle Master when prompted to choose a Subclass. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Battle Master's unique mechanic is Battle Maneuvers . Upon reaching Level 3 and selecting the Battle Master subclass, players gain access to melee and ranged attacks that offer powerful additional effects. When using these abilities, though, they use one of the Fighter's limited Superiority Dice. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Each day, players get eight Dice to spend on these abilities, each of which uses just one. Of the choices presented to players, Menacing Attack, Pushing Attack, and Riposte are the ones players should prioritize first, though Riposte can be replaced with Rally if your party lacks healing . &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rally benefits parties more at low levels as the total amount of HP that the Fighter gives to an ally doesn't improve. Maneuvering Attack, too, can be useful for parties without a way to reliably get squishy allies out of range of opportunity attacks, but it's a bit more situational. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Half-Orc race comes with a few notable racial abilities that help the best BG3 Fighter build become even more powerful and resilient. The race comes with Darkvision, and proficiency in Intimidation, but its real draw for Fighters comes from the Savage Attacks and Relentless Endurance passive features. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Savage Attacks lets players add an additional Damage Dice on top of their normal critical hit damage, but only with melee weapon attacks. Relentless Endurance prevents the Fighter from going down, restoring them to 1 HP upon reaching 0, only once per long rest. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For the Battle Master build, which is a close-range melee build, these two abilities let the character persist through death and absolutely pile damage onto opponents with critical hits – just be sure to pick up abilities and gear that reduces the Critical Hit threshold. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A good alternative to the Half-Orc is the Githyanki, which gain Githyanki Psyonics to further enhance their ability to control the battlefield (and jump around from enemy to enemy as if on a trampoline). &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;However, the Gold Dwarf or Dragonborn races are decent Racial choices , too, thanks to inherent defensives that benefit melee characters considerably. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Upon creating a Fighter character in Baldur's Gate 3 , players are asked which Fighting Style they would like to follow. There are six choices: Archery, Defence, Duelling, Great Weapon Fighting, Protection, and Two-Weapon Fighting. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;These all have their own bonuses and drawbacks, but ultimately the Great Weapon Fighting style is best because it simply increases the baseline amount of damage every Two-Handed weapon can do. However, the Defence style is good for Fighters who will spend a lot of time in close combat. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Fighter's focus on Strength and Constitution gives them a big boost to Ability Checks that rely on those stats. As such, gaining proficiency with Athletics and Intimidation via the Soldier background is the best route to go to further improve two skills that the class already exemplifies. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Just be prepared to muscle your way through dialogue and RP encounters, foregoing alternative solutions, to earn Inspiration. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;However, Fighters can also gain proficiency in Athletics via the Outlander background, which replaces Intimidation with Survival. Its Inspiration mostly comes from achieving feats in the wilderness, like felling a large beast, or finding a mythical location. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Athletics and Survival are great for exploring the world, while Athletics and Intimidation is better for an in-your-face Fighter. Either way, Fighters have plenty of opportunities to naturally trigger Inspriation from these two Backgrounds. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Fighters get a choice of two skills from a list of eight, but both of the recommended backgrounds above cover two of the choices, leaving six to choose from. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you go with the Soldier background, proficiency in Athletics and Intimidation are already granted. In this case, choose instead to go with Insight and Perception, as the game gives players a lot of dialogue checks involving these two skills. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Choosing the Outlander background grants Survival instead of Intimidation, so if you go this route, choose Perception and Intimidation for your starting skills. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Great Weapon Master Effects : Grants two new abilities, Great Weapon Master: Bonus Attack, and Great Weapon Master: All In &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Bonus Attack grants an additional melee weapon attack, as a Bonus Action, when you make a melee Critical Hit &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;All In reduces your Attack Rolls with Two-Handed or Versatile weapons (that you are Proficient with) by 5, but increases their damage by a flat 10 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Sentinel Effects : Grants three new abilities, Sentinel: Vengeance, Sentinel: Snare, and Sentinel: Opportunity Advantage &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Vengeance lets you use a Reaction to make a basic weapon attack against any enemy that attacks an ally, within melee range &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Snare nullifies movement for any enemy you hit with an Attack of Opportunity &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Opportunity Advantage grants Advantage on all Opportunity Attacks &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Alert Effects : You gain +5 to Initiative and can't be Surprised &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Charger Effects : Grants two new abilities, Charger: Weapon Attack, and Charger: Shove &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Weapon Attack lets the player charge forward and them their weapon into the first enemy they hit without provoking any Opportunity Attacks during the charge &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Shove lets you charge forward and shove an enemy forward. The distance that the target travels is determined by Strength and Weight. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Savage Attacker Effects : When making Melee Weapon attacks, roll all damage dice twice. The higher of the two results is used. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;To create the best BG3 Fighter build, we recommend putting the majority of points into your Strength, followed by Constitution and Dexterity. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The primary stats for most Battle Master Fighter spells and abilities in BG3 are Strength and Constitution, but Dexterity should follow closely behind to aid your other combat skills. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Charisma, Wisdom, and Intelligence are not essential for the Battle Master Fighter build. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Though many classes have a lot of leveling choices, as a melee class, this BG3 Fighter build doesn't have a lot of choices to make while leveling. In fact, at Level 2, Level 5, and Level 9, you won't have a major choice to make at all. However, Fighters can get more Feats than most other classes, and your Battle Maneuvers grant this best BG3 Fighter Build impactful abilities without a spellbook. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In Act 1 , which typically brings players up to around Level 5 , you will be able to choose your Fighter Subclass (Battle Master), your Fighting Style (Great Weapon), a few Battle maneuvers, and a Feat. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In Act 2 , which typically brings players up to around Level 9 , Fighters will be able to pick up another two Feats and another two Battle Maneuvers to expand their subclass' repertoire. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In Act 3 , which brings players up to Level 12 and beyond, you will be able to pick up yet another Feat (for a total of 4 Feats) and another two Battle Maneuvers to round out your ability list. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This table displays recommended BG3 Fighter build choices for every level, including recommended Feats, Maneuvers, and Fighting Style for this Fighter build. BG3 players will find these abilities work better for the Battle Master Fighter build than others. Feel free to mix and match Battle Maneuver choices if you don't like the recommendations below, but don't replace the Feats or other leveling choices as these are foundational for the build. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The best Fighter companions in BG3 are Shadowheart as your primary ranged Support, Gale as a ranged damage-dealer and CC source, and Astarion as your main ally in melee combat (who can also set up strong Stealth maneuvers). &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Though you can change the class and specialization of any of your companions, these three come with strong pre-determined class and spec combos to balance out your Fighter party composition. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Shadowheart : A Trickery Cleric, Shadowheart serves as a good companion for hybrid damage and support, which complements the Battle Master Fighter playstyle well. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Gale : An Evocation Wizard, Gale can learn any Spell in Baldur's Gate 3 , is able to adapt to most situations, and is thus the most versatile ranged damage-dealing companion. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Astarion : Best suited for the Thief subclass, Astarion lets you access hidden, locked areas more easily and is capable of setting up complex combat strategies without attracting attention with Stealth &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you are dead set on including a character in your party, simply talk to Withers to respec them to one of the optimal Fighter companion classes listed above. This way, you won't miss out on that character's questline, and you won't have to suffer from an improperly balanced party. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This section covers the best equipment for Battle Master Fighters in BG3 across all three Acts. Some pieces from early Acts may still be powerful in later ones, though, and will remain equipped through several Acts. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Items with bolded names are new options for the build in each Act, and may replace older pieces of equipment. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Items with unbolded names must be acquired in earlier Acts, but are strong enough that they don't need to be replaced in Acts 2 or 3. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In Baldur's Gate 3 , Fighter builds can be enhanced further with the use of specific consumables. Certain potions, like the Elixir of Heroism, will grant combat-oriented bonuses for this best Fighter build, while others, like the Elxir of Bloodlust, will enhance the Fighter's innate ability to stay in melee combat and keep swinging, even if the odds are against them. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you spot any of these useful Fighter consumables as world loot or enemy loot, trader inventories, or otherwise, be sure to pick them up and store them in a bag for later use. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Choosing the Barbarian class to multiclass into as a Fighter is important for one reason: Rage. Rage is an incredibly powerful ability that lets a character use a bonus action to make an additional attack on their turn, but it requires a bonus action to activate. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As a Level 11 Fighter, players can attack three times in a single turn, but by putting one point into barbarian, they can attack four times minimum every turn – as long as a bonus action isn't used for another ability. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It's also viable to put three points into Barbarian to be able to select a subclass, but the character will lose out on the Fighter's third attack granted at Level 11. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Cleric multiclass option for Fighters is good for similar reasons as the Barbarian multiclass. Fighters unlock their third attack at Level 11, leaving just one level to put into another class. The Cleric, specifically the War Domain subclass, is an excellent choice because it unlocks a fourth attack, and grants access to some basic Cleric support spells. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It's not a bad idea to go with the Eldritch Knight subclass instead of the Battle Master subclass for this multiclass choice, as Cleric spells will complement the Eldritch Knight's toolkit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Just be sure to select War Domain, as it lets the Cleric take a bonus action to attack an extra time on their turn. &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ThaliaWynkoop0</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Baldur_s_Gate_3:_Every_Druid_Subclass_Ranked&amp;diff=1635215</id>
		<title>Baldur s Gate 3: Every Druid Subclass Ranked</title>
		<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=Baldur_s_Gate_3:_Every_Druid_Subclass_Ranked&amp;diff=1635215"/>
		<updated>2025-09-11T17:34:09Z</updated>

		<summary type="html">&lt;p&gt;ThaliaWynkoop0: ページの作成:「&amp;lt;br&amp;gt;Each of [https://www.baldursgate3Fans.com/ Baldur's Gate 3 news] Gate 3 's available classes provides different abilities to the character, both in combat and when ex…」&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;Each of [https://www.baldursgate3Fans.com/ Baldur's Gate 3 news] Gate 3 's available classes provides different abilities to the character, both in combat and when exploring the world, and subclasses are a way of further diversifying a character's skills and capabilities. With a few exceptions, each class has three subclasses to choose from. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Baldur's Gate 3 allows players to use twelve classes from the D&amp;amp;amp;D 5e Tabletop game when creating their character. The Druid is a class that makes use of magic drawn from nature and the natural world, able to shapeshift and command the forces of nature in a number of different ways. Each of its subclasses allows the druid to focus on a different aspect of nature and gain additional abilities relating to it. The Circle of the Land allows them to draw power from specific environments and gain abilities relating to them, The Circle of the Moon allows them to focus on shapeshifting and the power of the animal kingdom, and the Circle of Spores draws power from decay and the new life which springs from it. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Updated on 20th April 2025, by Thomas Hawkins: With the addition of Patch 8's new subclasses to Baldur's 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. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Circle of the Land Druid specializes in spellcasting first and foremost, gaining the ability to recover their spell slots using the &amp;quot;Natural Recovery&amp;quot; ability once per long rest. This makes them excellent utility casters and allows them to utilize their magic more freely and frequently than the other Druid subclasses. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At level 3, a Circle of the Land Druid is able to select a Spell Circle, each of which is based on a type of terrain, and gain additional spells based on the Spell Circle selected. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;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. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At level six, the Druid gains &amp;quot;Land's Stride: Difficult Terrain,&amp;quot; which allows the Druid to move through difficult terrain without getting slowed down. At level seven, the Druid gets to select a spell circle to draw spells from once again, gaining some additional level four spells in the process. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At level nine, players get to choose another Spell Circle and get additional level five spells based on their choice. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Finally, level ten grants &amp;quot;Nature's Ward,&amp;quot; making the druid immune to charm and fear effects caused by elementals and fey. It also grants them full immunity to disease and poison. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Taking a level of Wizard will allow players to learn any Wizard spell that they find a scroll for and cast them using their higher-level spell slots from Druid, though they will still use the character's intelligence score when determining attack rolls and saving throws. A level or two of Tempest Domain Cleric can also be very effective, especially if players are using a lot of lightning damage and/or wish to equip heavy armor or a wider range of weapons. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Circle of The Land is a spellcasting-focused subclass that has access to a wide variety of damage types, allowing players to work around resistances with multiple elements, or focus on a single element and push it to its limits. Players could take advantage of this by grabbing some of the element-themed magic items that can be found throughout the game, many of which can be found as early as Act 1. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Lightning Equipment (All available in Act 1) &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For example, players could focus on lightning damage, picking up the Spellsparkler staff from Waukeen's Rest (by rescuing Counsellor Florrick), the Jolty Vest from Brem in the Zhentarim Hideout, and the Watersparkers from the chest behind Minthara at the Goblin Camp. Add the Blast Pendant, worn by one of the Petrified Drow near the Selunite Outpost, and the Sparkswall Ring from the Mage Tower Basement in the Underdark. Buy the Lifebringer from Blurg in the Underdark Colony to complete the ensemble. After reaching Grymforge in Act 1, players should replace the Jolty Vest with the Protecty Sparkswall for better spell save DCs and pick up The Real Sparky Sparkswall shield, also found in Grymforge. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Putting all of that together, players will be gaining Lightning Charges constantly from casting spells and standing in electrified water, which won't hurt them because of the Sparkswall Ring. Those lightning charges will boost the character's AC by 1, add lightning damage to all their attacks (including spell attacks), and deal even more lightning damage when they max out by spending the whole stack. The Lifebringer adds temporary HP as long as the character has lightning charges, while the Real Sparky Sparkswall allows them to burn three charges to create a lightning aura that jolts nearby foes. Finally, the Blast Pendant uses up all available lightning charges to empower the next spell or cantrip used, adding extra lightning damage to it. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Cold Equipment &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Players can also specialize in cold damage, taking advantage of powerful spells like Sleet Storm, Ice Storm, and Cone of Cold to create icy terrain and disrupt the enemy. The first thing players should do when building for cold damage on a spellcaster is grab the Mourning Frost. This powerful staff can be found in three pieces scattered across Act 1 and boosts cold damage. It also applies the &amp;quot;chilled&amp;quot; condition to anyone hit by the wielder's cold damage unless they succeed a constitution saving throw. This condition causes them to take double damage from cold damage and inflicts &amp;quot;frozen&amp;quot; on them if they receive the &amp;quot;Wet&amp;quot; condition. While Frozen, they take double damage from bludgeoning, force, and thunder damage. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;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 &amp;quot;Avenge Glut's Circle&amp;quot; in the Underdark, as long as players side with Glut.) &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;After entering Act 2, players should also collect the Snowburst Ring (hidden under a loose plank at the Last Light Inn), the Coldbrim Hat (Hidden in a secret room in Balthazar's Chambers at Moonrise), and the Icebite Robe (from a Sarcophagus out in the Shadow-Cursed Lands.) &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;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. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Other Notable Items &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;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 &amp;quot;Markoheshkir&amp;quot; during Act 3 to gain access to &amp;quot;Kereska's Favour&amp;quot;, 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). &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Players who want to channel the power of the stars above, wielding radiant magic and cosmic omens, should select the Circle of the Stars as their subclass. This subclass initially grants access to Starry Form, a new use of Wild Shape that allows the Druid to embody one of three constellations. Starry Form: Archer allows them to fire Radiant Arrows as a bonus action, Starry Form: Chalice allows them to heal themselves or a target within 9m/30ft for free after casting a spell, and Starry Form: Dragon turns any roll below 10 on a concentration check into a 10 and allows the Druid to use Dazzling Breath as a bonus action to deal radiant damage in a cone. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;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 &amp;quot;Star Maps&amp;quot; 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 &amp;quot;Cosmic Omens&amp;quot; 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. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At level nine, the Circle of Stars Druid receives an additional Star Map and Cosmic Omen per long rest, giving them four of each. Finally, at level ten, the Circle of Stars Druid gains Twinkling Constellations, empowering each of their Starry Forms and allowing them to switch form as a free action once per turn. Archer's Luminous Arrow now deals 2d8 Radiant Damage, Chalice now Heals 2d8 hit points, and Dragon can now fly 6m/20ft per turn. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Circle of Stars Druid pairs very nicely with the Light Domain Cleric, taking advantage of Warding Flare to avoid incoming attacks and Radiance of the Dawn to fire off a Radiant Damage AOE. Mixing in two levels of Fighter for Action Surge and access to a wider range of weapons and armor is also a great option, allowing you to cast multiple spells in a single turn. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Circle of Stars Druid is ideally positioned to use the Luminous Set. This set of equipment revolves around applying the radiating orb condition to enemies, which lowers all of their attack rolls by the number of turns remaining on the condition, and also emits bright light. By wearing the Callous Glow Ring and Coruscation Ring, the Druid can easily apply radiating orbs and buff their radiant damage against targets who are illuminated. Pick up the Hellrider's Pride Gauntlets to apply Blade Ward to allies whenever you heal them, and replace them with the Gloves of Belligerant Skies once you can to stack Reverberation, and regularly knock enemies prone just by using your Luminous Arrow and Guiding Bolt. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Add the Luminous Armor and Blood of Lathander to create Radiant Shockwaves, blasting anyone near the Druid with a shockwave that applies radiant orbs whenever the Druid deals radiant damage, and allowing the Druid to cast Sunbeam once per long rest. The Mace will also heal the Druid and allies within 9m/30ft if they take damage that would cause them to become downed, once per long rest, helping to keep them on their feet if the enemy starts targeting them. Until Act 3, you'll want to equip them with Wapira's Crown to give them self-healing whenever they use Chalice Heal. Grab the Shapeshifter Hat during Act 3 to get extra Wildshape Charges, and they'll be able to utilize their Starry Forms even more often between Long Rests. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Naturally, as a spellcasting-focused Druid subclass, the Circle of Stars Druid will also benefit greatly from most of the equipment we recommended for the Circle of the Land Druid. Spell Save DC-boosting items like Melf's First Staff, the Cloak of the Weave, and Markoheshkir can be incredibly useful to the Circle of the Stars Druid, making it harder for enemies to resist their spells. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;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 &amp;quot;Lunar Mend.&amp;quot; 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. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Lunar Mend ability allows the Druid to spend their spell slots to heal themselves while transformed, 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. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Circle of the Moon Druid also gains access to more powerful Wildshape forms faster than other subclasses, gaining the Deep Rothe form at level 3 rather than level 4, for example. They also gain some Wildshape forms that the other subclasses do not have access to, like the Dire Raven (level 3). &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At level six, the Druid gets &amp;quot;Primal Strike,&amp;quot; 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 &amp;quot;Elemental Myrmidon&amp;quot; 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.) &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Multiclassing &amp;amp;amp; Equipment &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;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. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Generally speaking, though, the Circle of the Moon subclass does not lend itself well to multiclassing. Since most equipment doesn't function while in Wildshape, it's generally a good idea to wear equipment that benefits spellcasting instead. This means that the Druid can take advantage of being a full caster class whenever they aren't using Wildshape. There are also a couple of items that either benefit Wildshape directly or retain their functionality while in Wildshape. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The first of these that players can find are the boots of Striding and the Shapeshifter's Boon Ring. The former are dropped by Minthara in Act 1 and will grant boosted movement speed and immunity to the &amp;quot;prone&amp;quot; condition while the wearer is concentrating on a spell. If the Druid is concentrating on a spell before entering Wildshape, this effect will remain while they are in Wildshape. The Shapeshifter's Boon Ring is dropped by the Strange Ox in Act 1 (or obtained by following it's questline all the way to the end in Act 3) and grants a 1d4 bonus to all ability checks when in Wildshape. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Shapeshifter Hat, Armor of Moonbasking, and Mutiliated Carapace can be found during Act 3, all of which are designed to benefit a character while in Wildshape (or, in the case of the Mutilated Carapace, when disguised in any way.) The Armor of Moonbasking grants 22 temporary HP while in Wildshape, reduces damage taken by 1 while those temporary HP remain, grants a +2 bonus to AC, and grants advantage to saving throws against spells. All of these effects remain while in Wildshape. The Shapeshifter Hat increases the number of Wildshape charges by 1, while the Mutilated Carapace grants +1 to attack and damage rolls while shapeshifting or disguised. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As a final note, if using an item provides a buff when activated that lasts for a set duration, such as an elixir, that buff will remain even after Wildshape is used. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Circle of Spores Druid gains a &amp;quot;Halo of Spores&amp;quot; at level two. This allows them to deal necrotic damage (1d4) to a target within 6m as a reaction each turn. They also gain &amp;quot;Symbiotic Entity&amp;quot; at level two, letting them spend a Wildshape charge as an action to gain 4 temporary HP per Druid level. &amp;quot;Symbiotic Entity&amp;quot; also allows them to deal an extra 1d6 necrotic damage while those temporary hit points remain and doubles the damage dealt by &amp;quot;Halo of Spores.&amp;quot; They also gain the &amp;quot;Bone Chill&amp;quot; Cantrip as an extra way to deal necrotic damage while nullifying a foe's ability to heal themselves. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At level three, the Druid learns &amp;quot;Blindness&amp;quot; and &amp;quot;Detect Thoughts&amp;quot; as additional spells which are always prepared. This allows them to temporarily blind their foes and read minds with ease. At level four, they learn an additional cantrip. Level 5 has them learn &amp;quot;Animate Dead&amp;quot; and &amp;quot;Gaseous Form,&amp;quot; letting them create undead allies from nearby corpses and transform someone into a gaseous entity to move through tight spaces and/or better evade damage. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Level six Druids of the Circle of Spores get &amp;quot;Fungal Infestation,&amp;quot; which lets them create a zombie as a reaction. Level seven has them gain &amp;quot;Blight&amp;quot; and &amp;quot;Confusion&amp;quot; as additional spells, allowing them to deal high necrotic damage and confuse groups of foes. Level nine adds the spells &amp;quot;Cloudkill&amp;quot; and &amp;quot;Contagion,&amp;quot; allowing them to conjure deadly poison clouds and inflict a variety of diseases on their foes. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Finally, level ten grants &amp;quot;Spreading Spores,&amp;quot; allowing them to create clouds of spores that deal their &amp;quot;Halo of Spores&amp;quot; damage to targets within the area of effect. The Druid must be under the effect of &amp;quot;Symbiotic Entity&amp;quot; to use this ability. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;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.) &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Since the Spore Druid can perform quite a bit of necromancy already, it's well worth tracking down the book &amp;quot;Necromancy of Thay&amp;quot; during Act 1 to unlock its secrets. Finishing the book will take until Act 3, but results in a ton of extra undead minions in combat. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Spore Druids can make excellent use of any staff that has added damage, such as the Gold Wyrmling Staff (Act 1, Sold by Roah Moonglow at the Goblin Camp) or the Cacophony Staff (Act 1, Sold by Lady Esther at the Rosymorn Monastery Trail) since the bonus damage will stack with the necrotic damage from Symbiotic Entity. When paired with the Shillelagh spell these staves can dish out a surprising amount of damage while scaling entirely off the Druid's Wisdom. This can be further boosted using the Polearm Master Feat. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Players can get excellent results by mixing in the Acid Damage equipment, beginning with the Caustic Band sold in the Myconid Colony in Act 1, which adds 2 Acid damage to all weapon damage dealt by the wearer. This is a small but helpful addition that becomes much more dangerous when paired with the Ichorous Gloves (Act 2, Stashed in the Storeroom at The Waning Moon) to apply the Noxious Fumes condition. This condition causes creatures within 3m of the target to take 1d4 acid damage. Add Varsh Ko'kuu's Boots (Act 1, Githyanki Creche) to gain resistance to Acid and immunity to acid surfaces. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Players could alternatively use the Flawed Helldusk Gloves, sold by Dammon in Act 2, for a larger boost to initial damage dealt. These can be replaced with the Helldusk Gloves during Act 3 for an even bigger boost. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[https://www.baldursgate3Fans.com/ Baldur's Gate 3 quests] Gate 3 is available now for PC, Mac, and PS5. &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ThaliaWynkoop0</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:ThaliaWynkoop0&amp;diff=1635211</id>
		<title>利用者:ThaliaWynkoop0</title>
		<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:ThaliaWynkoop0&amp;diff=1635211"/>
		<updated>2025-09-11T17:33:04Z</updated>

		<summary type="html">&lt;p&gt;ThaliaWynkoop0: ページの作成:「Hi! &amp;lt;br&amp;gt;My name is Noel and I'm a 22 years old boy from Stavanger.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Also visit my web site; [https://www.baldursgate3Fans.com/ Baldur's Gate 3 news]」&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! &amp;lt;br&amp;gt;My name is Noel and I'm a 22 years old boy from Stavanger.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Also visit my web site; [https://www.baldursgate3Fans.com/ Baldur's Gate 3 news]&lt;/div&gt;</summary>
		<author><name>ThaliaWynkoop0</name></author>
	</entry>
</feed>