All Baldur s Gate 3 Wizard Subclasses Ranked

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This section covers the best equipment for Draconic Sorcerers 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.

During Act 1, players should seek out Omeluum at the Myconoid Colony to acquire the Pearl of Power, allowing them to restore a level 3 or lower spell slot once per long rest. (Omeluum will sell the amulet once players help them to investigate the parasite.)

The Hunter Subclass gains some powerful once-per-turn effects through Hunter's Prey, which could benefit other martial classes like the Fighter and Paladin. Multiattack Defence could be really helpful on a tanky character when facing powerful foes later in the game. Monks can also benefit greatly from abilities like Giant Killer and Colossus Slayer, as long as there is a weapon in their main hand.
This table displays the best Wizard build spells you should have equipped and in your Spellbook at these level brackets, whether from choices made while leveling or by learning them from a Scroll. These abilities synergize well with the Evocation Wizard build playstyle and mostly include straight-up damaging spells, ways to CC and debuff enemies, and spells that alter the environment to set up powerful elemental combos or provide a barrier against attacks.

Wizards get to choose two skills from a list of six at character creation, including Arcana, History, Investigation, Insight, Medicine, and Religion. Choosing the Sage background removes History and Arcana from the pool of other skill proficiencies Wizards can learn at Level 1, leaving four choices remaining, while Guild Artisans just lose Insight.

At eleventh level, you gain Mighty Swarm, which increases the bonus damage from the Swarm's damage effect to 1d8 of the appropriate damage type. It also boosts your AC by 2 for a turn after using the teleport ability, and adds extra effects to the utility ability as shown in the table below:

The best Sorcerer companions in BG3 are Shadowheart as your primary Support party member, Lae'Zel as a Fighter in melee range tanking blows, and Astarion as a sneaky melee party member who can be useful out of combat too.

At level eight, the Cleric gets "Divine Strike: Elemental Fury," allowing them to charge their weapon with bonus cold, fire, or lightning damage before striking, as an action. Level nine grants the spells "Insect Plague" and "Wall of Stone," giving the Cleric a dangerous area attack that creates difficult terrain and weakens foes, and the power to raise a wall of stone to obstruct incoming foes.

In terms of equipment, players using at least ten levels of Nature Cleric can take advantage of a powerful interaction between Divine Strike: Elemental Fury and any effects that are triggered when making an attack. The damage from Elemental Fury is triggered using the reaction menu and treated as a separate attack, allowing it to trigger effects a second time if it meets the requirements to trigger that effect.

Draconic Bloodline Sorcerers are able to not only more easily control The Weave than Wild Magic users, but they also have better survivability than the Storm Sorcery subclass thanks to the extra HP and Draconic Resilience passive, which boosts Armor when not wearing any (aside from robes).

Sages, on the other hand, gain proficiency in Arcana and History, and tend to trigger Inspiration when engaging with the mystical and magical elements of the world, like uncovering a lost book, or figuring out the historical background of a statue.

The max level in Baldur's Gate 3 is Level 12, and Www.baldursgate3fans.com most of the time, each level you gain will grant something new for your Sorcerer build. On character creation you gain the basics for the Sorcerer class, then steadily gain Feat Choices, new spells and abilities, subclass features, and increase your Proficiency Bonus.

Ranged weaponry is preferable for this since the turns remaining will decrease by 2 whenever damage is taken. The Darkfire Shortbow (Sold by Dammon in Act 2 at the Last-Light Inn) is a great choice for this since it offers access to the Haste Spell and resistance to fire and cold damage. Make sure to pick up the Ring of Arcane Synergy in Act 1 at the Githyanki Creche (Inquisitor's Chamber) to gain turns of the Arcane Synergy buff whenever you deal damage with a cantrip, which will add extra damage to weapon attacks based on the wearer's spellcasting modifier.

At level five, they learn "Misty Step" as a second level spell, allowing them to teleport as a bonus action for better maneuverability. Level seven grants them "Iron Mind," giving them proficiency in intelligence and wisdom saving throws. Level nine allows them to access "Fear" as a third level spell, helping them to render foes vulnerable to attack and prevent them from moving.

Since Rangers have proficiency with all martial weapons, they can achieve a ton of flexibility by using finesse weapons. Along with the usual suspects (Daggers, Shortswords, Scimitars, and Rapiers), there are also three unique finesse weapons in the game from weapon types that aren't usually finesse weapons. These are Phalar Aluve (longsword, Act 1, in the Underdark), Larethian's Wrath (longsword, Act 1, sold by the trader in the Githyanki Creche), and The Dancing Breeze (Glaive, Act 3, sold by Exxvikyap in Rivington.)