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<br> | <br>At level seven, "Exceptional Training" lets their Animal Companion dash, disengage, or help allies as a bonus action. At level 8, Animal Companions gain more HP and higher AC again. Finally, level 11 adds "Bestial Fury," giving their Animal Companion an extra attack. This level also comes with a final set of upgrades for each Animal Companion, as shown below:<br><br>Level six Druids of the Circle of Spores get "Fungal Infestation," which lets them create a zombie as a reaction. Level seven has them gain "Blight" and "Confusion" as additional spells, allowing them to deal high necrotic damage and confuse groups of foes. Level nine adds the spells "Cloudkill" and "Contagion," allowing them to conjure deadly poison clouds and inflict a variety of diseases on their foes.<br><br>Dungeon Delver: Bards get Advantage to Perception Checks when detecting hidden objects and to Saves to avoid traps. They gain Resistance to trap damage as well. Given how their bonuses can help them Disarm Traps they see, being able to spot them beforehand could be useful.<br><br>Duellist's Prerogative (1d8+8 Piercing +2 Piercing +1d4 Necrotic, Rapier, Very Rare): This Longsword is perhaps one of the best weapons for a Bard specifically for its damage output potential. Its Elegant Duellist effect now allows Crits at 19 on top of a bonus Reaction, which can be used in tandem with its Withering Cut to inflict (Proficiency Bonus) Necrotic Damage on a melee weapon attack. Using this with a College of Swords Dual Wielder Bard can catapult the character into main DPS territory.<br><br>Level 6 gives you access to "Accursed Spectre" , which allows you to raise an allied spectre from a slain enemy who was under the effects of Hexblade's Curse. Depending on the size of the enemy, you'll get a Feeble Spectre, Mundane Spectre, or Primordial Spectre. Larger Spectres have a few extra skills, and all Spectres act as useful allies in combat who can teleport to cursed targets.<br><br>Updated on April 18th, 2024, by Thomas Hawkins: With the release of Patch 8 and the addition of Bladesinger to the Wizard Subclass list, new strategies and options have become available for this class. This update focuses on discussing the Bladesinging subclass and magic items that synergize well with its main playstyle.<br><br>At level three, the Druid learns "Blindness" and "Detect Thoughts" 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 "Animate Dead" and "Gaseous Form," 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.<br><br>Action Surge: Having another Action to use even once per Long Rest lets the Bard do various things. That extra burst of utility can give the team a chance to escape, or [https://www.baldursgate3fans.com/articles/divine-dialogue-depths-unpacking-baldur-s-gate-3-s-hidden-class-banter.html larian Studios Secrets] that last bit of strength can secure a killing blow to a boss.<br><br> <br>Updated on November 24, 2024 by Rhenn Taguiam: With Hotfix #29 giving console players of Baldur’s Gate 3 better mod stability and a 100-mod limit, fans of the acclaimed RPG will have a lot of room to tinker with new additions such as effects, weapons, customizations, and other features to add much-needed spice to their experience. However, before players even venture into adding numerous new effects to their gameplay experience, they may want to equip their characters with the best weapons possible - among which include some of the game’s best ranged weapons. These include upgraded versions of weapons, as well as one that would help characters move furt<br><br>At level six, the Druid gets "Primal Strike," 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 "Elemental Myrmidon" 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.)<br><br>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.<br><br>The Circle of Spores Druid gains a "Halo of Spores" at level two. This allows them to deal necrotic damage (1d4) to a target within 6m as a reaction each turn. They also gain "Symbiotic Entity" at level two, letting them spend a Wildshape charge as an action to gain 4 temporary HP per Druid level. "Symbiotic Entity" also allows them to deal an extra 1d6 necrotic damage while those temporary hit points remain and doubles the damage dealt by "Halo of Spores." They also gain the "Bone Chill" Cantrip as an extra way to deal necrotic damage while nullifying a foe's ability to heal themselves.<br> | ||
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