Baldur’s Gate 3: Best Fighter Subclasses

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Most of Baldur's Gate 3 Story Guide Gate 3 's classes only have three subclasses to choose from, but clerics are able to choose from seven options. The domains of Life, Light, Trickery, Knowledge, Nature, Tempest, and War all offer a cleric different abilities. A Cleric chooses their subclass at level one to reflect the power of their god's domain. What subclass they can choose is limited by the domains made available by their chosen Deity (which is also selected at level one).

The Hat of the Sharp Caster, found in Act 3, will allow a spellcaster to reroll 1s and 2s on their damage rolls with spells, helping to increase the damage dealt by all spells. You can also pick up the legendary staff "Markoheshkir" from the Wizard Tower accessible via Sorcerous Sundries. This powerful staff allows you to attune yourself to an element once per short rest, gaining bonus spells and passive bonuses based on your choice. While this staff can be handy for any spellcaster, Evocation Wizards can really make the most of it thanks to their Sculpt Spells and Empowered Evocation abilities.

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.
The Trickery Domain grants powers of illusion and misdirection , and is a Domain granted by many chaotic and mischievous deities. At level one, Trickery Domain Clerics gain "Blessing of the Trickster", allowing them to grant a creature in range (1.5m) advantage on stealth checks until the Cleric loses concentration. This can be fantastic when used in conjunction with a rogue, allowing them to easily scout ahead or dip out of combat to reposition and set up a sneak attack.

The Light domain is often granted by Gods of Justice and Fire, granting abilities that purge the dark and destroy the undead. At level 1, a Light Domain Cleric gains the ability "Warding Flare", which allows them to, as a reaction, impose disadvantage on an incoming attack. While this can only be toggled on and used once per turn, it still allows the Cleric to potentially evade a dangerous attack once per round.

Clerics of the Life Domain are likely what many players first think of when they hear the word "Cleric", wielding powerful restorative and curative abilities to keep their allies alive and in the fight. At level 1 they gain heavy armor proficiency to help keep them alive, and also gain "Disciple of Life." This ability causes all healing spells they cast to heal an extra 2+Spell Level HP. For example, this means a level 1 Cure Wounds spell would heal an extra 3HP.


Its AC 17 isn't as high compared to other Heavy Armours that can reach AC 20 or 21, but this AC is perfect for characters who don't want to stay as a damage sponge and instead just want to be protected when fighting up close. In that regard, this Heavy Armour suited for Fighters who want to outmaneuver foes up close without risking too much retaliat

Stronger versions of the Dark Justiciar Half-Plate and Gauntlets can be acquired by killing the Nightsong, along with the Dark Justiciar Boots. The improved Half-Plate also reduces incoming damage by 2 while the wearer is affected by Shield of Faith and deals 1d4 necrotic damage to the attacker. The Improved Gauntlets allow the wearer to cast Beckoning Darkness as a bonus action, which curses the target to take 2d8 necrotic damage whenever they start their turn in a lightly or heavily obscured area. Finally, the Dark Justiciar Boots grant +1 to dexterity saving throws and allow the wearer to use Shadow Teleportation once per short rest. This lets them teleport to an unoccupied space that is obscured.

No matter which Sorcerer background you choose, make sure to get the Persuasion proficiency . Both Deception and Insight serve as equally viable backups for the sake of unlocking dialogue options, but Deception tends to come up more often. If you get Persuasion through the Noble background, pick up Insight or Intimidation instead.


One of the best reasons Martial Classes excel in fighting up close is their capability of striking back, whether through Reactions or during their turn. With Rippling Force Mail , Martial Classes have more incentives for getting struck multiple times while being surrounded, especially when its Force Absorption effect can slowly build up for not just lesser damage taken but also repel attacks back at oppone

At level two, a Life Domain Cleric gains the ability "Preserve Life", which allows them to restore HP equal to their Cleric Level x 3 to an ally within 9m. This can be a powerful method of rapidly healing an ally during combat without using a spell.

The Linebreaker Boots or Boots of Speed work well early on, and you can replace them with the Bonespike Boots, Helldusk Boots, or Disintegrating Night Walkers later on. The Gloves of Hail of Thorns can give you an extra multi-targetting attack early on, though as you continue you'll wanna replace them with the Flawed Helldusk Gloves, and then either the Bonespike Gloves or the Helldusk Gloves after reaching Act 3.