Baldur s Gate 3: Best Druid Class Build
At level five, the War Domain gives the Cleric "Spirit Guardians" and "Crusader's Mantle," allowing them to deal radiant or necrotic damage to foes around them while also slowing them, and letting them radiate energy that grants all nearby allies extra radiant damage on their weapon attacks.
Oath of Vengeance Paladins will break their oath if they take actions that show mercy for the wicked or go against the greater good. An example of this would be raiding the Emerald Grove alongside the Goblins during Act 1.
The next few pieces of Luminous gear are found in Act 2. Collect the Luminous Gloves from a chest in the Ruined Battlefield (Coordinates: X: -52, Y: 11) to add more Radiant Orb stacks whenever the wearer does Radiant Damage, then track down the Coruscation Ring in the Basement of the Last Light Inn. This Ring will apply Radiating Orbs whenever the wearer hits an illuminated target with a spell. Since fire spells illuminate the area around them as they strike and Radiating Orbs will illuminate a target while they remain, this Ring can help the effect to snowball.
In Baldur's Gate 3 the max level you can reach is Level 12, but not every class gets something every time it levels up. But as a Spellcaster class, this Bg3 Tournament Cleric build will have something to choose at every level.
Druids are one of the most diverse, complex classes in Baldur's Gate 3 thanks to the sheer variety of options available to it. Druids are equally capable of being ranged spellcasters as they are close-up tanks, though the best BG3 Druid builds lean into buffing the latter.
The Life Domain Cleric isn't the most powerful Cleric build when it comes to raw damage output. But when one considers the breadth of buffs and support skills available to this subclass , it's easy to see its benefits and its ability to get a party to get through otherwise overwhelming foes, where extra damage wouldn't help.
Level five grants the spells "Call Lightning" and "Sleet Storm," allowing them to call again lightning blasts that can be recast for free up to 10 times, and create a powerful ice storm that can disrupt an enemy spellcaster's concentration.
As an alternative to Markoheshkir, Wizards could use Woe, the staff wielded by Cazador , to gain +1 to spell attack rolls and spell save DCs. It also heals you whenever someone fails a saving throw against one of your spells and allows you to cast blight for free once per long rest. You can also steal the Staff of Spellpower from the House of Hope, gaining the same +1 bonus to attack rolls and spell save DCs alongside the ability to cast a spell without spending a spell slot once per long rest. For maximum power, consider picking up the Dual Wielder feat so you can use two staves at once.
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.
Bladesong Healing Charges are generated when making weapon attacks, while Bladesong Damage Charges are generated whenever the Wizard casts a spell. By using Bladesong: Climax, the Wizard can spend a bonus action and some movement to leap to a location and cause a burst of damage and healing in a 3m/10ft radius. The damage and healing are determined by the number of charges accumulated, with the damage dealt to all enemies in the radius and the healing applied to all allies in the radius.
The Folk Hero background grants proficiency in Animal Handling and Survival, and will trigger Inspiration for your character naturally as a Druid. Being a Folk hero provides the most RP opportunities and Inspiration possibilities as a Circle of the Moon druid because it just requires players to do things most good-aligned Druids would do, like help animals, save others, and explore the wilderness.
This section covers the best equipment for Life Domain Clerics 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.
At level 7 , Vengeance Paladins get "Relentless Avenger," which boosts their movement speed by 4.5m on their next turn after landing an opportunity attack. This helps them to keep up the pressure on foes and ensure no target escapes them. Finally, level 9 offers them "Haste" and "Protection From Energy." This pair of spells allow them to give extra actions to themselves or an ally and grant resistance to one type of elemental damage at a time.
Wizards who choose the School of Abjuration get "Abjuration Savant" and "Arcane Ward" at second level. The former allows them to scribe Abjuration Spells into their spellbook for 25gp per spell level instead of 50gp per spell level, while the latter gives the Wizard a shield whenever they cast an abjuration spell of level 1 or higher. The Ward gains charges equal to half the spell's level, rounded up, and can hold charges equal to twice the Wizard's level. At level 3, this means the Wizard can have six charges at once. When the Wizard takes damage with a Ward active, the damage is reduced by the number of charges, and then the Ward loses one charge. The ward resets to a number of charges equal to the Wizard's level on each long rest.