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<br> | <br>Players hoping to minmax their Bladesinging Wizard build should probably visit the Mirror of Loss during Act 3 , found in the Cloister of Sombre Embrace. This provides +2 to a stat, in exchange for reducing another stat by 2. Using this, it becomes possible to get both dexterity and intelligence to 20, which makes a Bladesinging Wizard much more potent. Until you reach Act 3, we recommend getting Dexterity to 18 and wearing the Graceful Cloth robe, purchased from Lady Esther on the Rosymorn Monastery Trail in Act 1. Use this robe to raise your Dexterity to 20 until you can get to the Mirror of Loss in Act 3. If you want the stat you lost back, you can have a party member cast Remove Curse on you to get it back without losing the bonus.<br>Duergar also gain the Dwarven Resilience passive alongside Duergar Resilience, granting Advantage on saving throws against Illusions, Charm, Paralysis, and Poison. The Darkvision can be nice, too, though the reduction in movement distance is a notable downside of the race. Most races can move at least 9m on a turn, while Dwarves can only go 7.5m.<br><br>The Githyanki are a severely underrated racial choice for most classes, as their innate race spells and Astral Knowledge passive, plus armor and weapon proficiencies, can open up a lot of doors for traditionally non-martial classes. Wizards have no shortage of spells to choose from, but they can be lacking in spell slots.<br><br>When it comes down to it, the Githyanki are the best Wizard race BG3 players can choose because it saves players from using Spell Slots, and grants important proficiencies that greatly improve the Wizard's survivability.<br><br>Since the Enchantment School's best ability, Split Enchantment, is acquired at level 10, there isn't a lot of room for Multiclassing. That said, a dip into Fighter for Action Surge and armor proficiency or Dragon Sorcerer for better AC is always helpful. When it comes to equipping an Enchanter, there isn't much gear that is specifically useful to just this subclass, so consult the general equipment section at the bottom of this guide for advice.<br><br>Each of Baldur's Gate 3 's classes offers different abilities and utility to a character in combat, dialog, and exploration. Each class has something different to offer the player and the party, and the Barbarian is no different in that regard.<br><br>Also, Sages tend to trigger Inspiration from typical Wizard activities, like learning new spells, uncovering lost tomes, and otherwise engaging with the mystical forces of the Weave and other forms of magic.<br><br>Wildheart Barbarians can use their choice of Bestial Heart and Animal Aspects to specialize in a variety of different ways. A Bear Heart is well suited to tanking and can make good use of the Bonespike set, further enhancing their own defenses while gaining some offensive utility. Elk and Tiger Heart are more suited to dishing out damage and can make good use of the Wrath set.<br><br>Though Warlocks only have a few spell slots for the majority of the game, these slots uniquely refresh with either a Short or Long Rest. It doesn't mean BG3 Warlock builds can be totally carefree when it comes to slinging spells in combat, but it does keep Warlocks going longer than classes that fully rely on their Spell Slots, no matter how many are available.<br><br>The Wildheart Subclass, likely a reimagining of the Totem [https://Www.Baldursgate3Fans.com/articles/the-heartbreaking-missed-connection-between-baldur-s-gate-3-and-the-revolutionary-psion-class.html Psychic warrior DnD] from D&D 5e Tabletop, chooses a Bestial Heart at level three. Each Bestial Heart offers different bonus effects while the Barbarian is raging, along with access to a special action while raging, as the table below shows:<br><br>A Wizard needs a good staff (or two, thanks to the dual-wielder feat), so players should pick up the Spellsparkler in Act 1 at Waukeen's Rest (Rescue Councilor Florrick and choose it as the reward) to boost their spell damage with lightning charges. Next, players should make a trip to the Underdark to purchase Melf's First Staff from Blurg. Along with providing a free cast of Melf's Acid Arrow once per long rest, it also gives a +1 bonus to spell save DC and spell attack rolls, making it easier to hit enemies with spells and making those spells harder to resist. The Staff Of Arcane Blessing (In the Arcane Tower's Basement) provides its wielder with the ability to cast Bless once per long rest, adding the "Mystra's Blessing" buff to anyone affected by the spell to make it even more effective. Players could also spend the time to assemble the Mourning Frost Staff in the Underdark to make all ice damage spells more effective.<br><br>At the character creation screen and again at Level 6, Rogues get to choose two extra skills to gain Expertise in, for a total of four. Expertise is a little bit different than just being Proficient in a skill.<br><br>The Archfey Warlock makes their pact with a powerful Fey and draws on the capricious and whimsical powers of the Feywild. At level one, they gain the power "Fey Presence," which allows them to frighten or charm all creatures in a 3m range as an action, assuming they fail a Wisdom Saving Throw.<br> | ||
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