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<br>The School of Evocation grants a Wizard the abilities "Evocation Savant" and "Sculpt Spells" at second level. The former halves the cost of scribing evocation spells into their spellbook from 50gp to 25gp per spell level, while the latter allows them to exclude allies from the harmful effects of their Evocation spells.<br><br>Cutting Words (Class Feature): With this ability, the Bard can force a 1d6 penalty toward Attack Roles, Ability Checks, and  [https://www.Baldursgate3Fans.com/articles/my-journey-through-baldur-s-gate-3-s-first-ever-pvp-tournament.html Bg3 tournament] Damage Rolls to an opponent until the beginning of their next turn. Think of this as a negative Bardic Inspiration designed to debilitate the enemy’s combat performance.<br><br>At second level, Death Domain Clerics gain Channel Divinity: Touch of Death, which allows them to spend a Channel Divinity Charge after striking an enemy with a melee attack to deal Necrotic Damage to the target. This will deal 5+2xCleric Level Necrotic Damage. At third level, Blindness and Ray of Enfeeblement are gained as Domain Spells, while fifth level adds Animate Dead and Vampiric Touch. Sixth level is where you'll get Inescapable Destruction , allowing your necrotic damage to ignore enemy resistance and making it useful against even more foes.<br><br> <br>Armour is a critical element of a player’s arsenal in Baldur’s Gate 3 , primarily since D&D mechanics dictate Armour Class and other defensive characteristics based on the armour that one wears. While Baldur's Gate 3 offers the usual slate of Light, Medium, and Heavy Armour for most characters, specific equipment provides additional benefits that can help carry characters through much of the game’s mid-game to the endg<br><br>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.<br><br>Players using the Spellsparkler can enhance their spell damage by picking up The Blast Pendant from a Petrified Drow near the Selunite Outpost. This allows them to convert lightning charges into bonus damage for their next spell. The Necklace of Elemental Augmentation will allow the Wizard to add their intelligence to the damage dealt by any Cantrip that deals Acid, Cold, Fire, Lightning, or Thunder damage, making it an excellent addition to an Evocation Wizard's kit. It can be found in the Inquisitor's Chambers at the Githyanki Creche. The Daredevil Gloves sold by the Merchant in the Creche are also helpful, providing a +1 bonus to spell attack rolls and converting ranged spell attacks into melee spell attacks when an enemy is standing next to the caster. This helps Wizards to dodge the disadvantage from casting spells while threatened.<br><br>Choosing the School of Illusion at level two grants the abilities "Illusion Savant" and "Improved Minor Illusion." The former halves the cost of scribing Illusion spells into the spellbook , while the latter grants the following benefits to the " Minor Illusion " cantrip:<br><br>As a Level 11 Fighter, players can attack three times in a single turn, but by putting one point into barbarian, they can attack four times minimum every turn – as long as a bonus action isn't used for another ability.<br><br>The Nature Domain grants the Cleric abilities suited to one who wields the power of the natural world, drawing some parallels to the Druid class in the process. This begins at level one with the Domain Spells "Speak with Animals" and "Animal Friendship," allowing them to speak clearly with animals and charm them into not attacking.<br><br>Since the Spore Druid can perform quite a bit of necromancy already, it's well worth tracking down the book "Necromancy of Thay" during Act 1 to unlock its secrets. Finishing the book will take until Act 3, but results in a ton of extra undead minions in combat.<br><br>If you go with the Soldier background, proficiency in Athletics and Intimidation are already granted. In this case, choose instead to go with Insight and Perception, as the game gives players a lot of dialogue checks involving these two skills.<br><br>Players choose their Fighter Subclass at Level 3, which can completely change how combat is approached. Though Fighters may lack the raw power of a Barbarian, the class' ability to stay alive in combat and control the battlefield from the front lines makes them a great addition to a party lacking melee specialists.<br><br>If playing as a Githyanki, players can use Astral Knowledge to gain proficiency in an entire skill category too, allowing them to be proficient in almost three entire groups of skills simultaneously, swapping the specific proficiencies to better suit their current situation. All of this is possible with only two levels of Knowledge Cleric, which allows players to create a tremendously skilled character with hardly any level investment and then branch off into their preferred main class.<br>
<br>Getting Started How Long To Beat Baldur's Gate 3: 10 Things We Wish We Knew Before Playing Which Difficulty Should I Pick? Where To Go First How to Play with Friends Most Beginner-Friendly Classes In Baldur's Gate 3 10 Starting Character Builds For Beginners Should You Save Scum in Baldur's Gate 3? Custom Mode, Explained Unlockable Sex Scenes, Explained Honour Mode, Expla<br><br>Metamagic lets Warlocks use Quickened Spell and Twinned Spell to great effect, adding additional Eldritch Blast casts or damage, and opening up the potential for a Warlock to double-cast spells like Haste.<br><br>With just one point in Barbarian, for a Druid 11 Barbarian 1 build, the Druid will be able to use their bonus action for an additional attack while shapeshifted. Unfortunately, the Unarmored Defense passive of the Barbarian class doesn't stack with the Druid's AC while shapeshifted.<br><br> <br>Players can start getting the Chain Mail Armour +1 from Merchants by the time they get to much higher levels in the game. This Armour is likely the cheaper choice by the time shops also have the Plate Armour in their possession, making it a more frugal shopping opt<br><br> <br>BG3 Ability & Skill Guides How to Talk to Animals in Baldur's Gate 3 All Feats (& What They Do) Underrated Feats Players Should Get Best Actions & The Classes That Can Use Them All Illithid Abilities, Ranked & Explained The Pros and Cons of Becoming an Illithid Explained Every Charisma Skill, Ranked Every Wisdom Skill, Ranked Every Intelligence Skill, Ranked How To Best Use S<br><br> <br>Major Enemies & Bosses How To Beat Commander Zhalk What To Do With The Addled Frog How to Beat the Spider Matriarch in Baldur’s Gate 3 Auntie Ethel Boss Fight Guide The Adamantine Forge (Grym) Boss Guide How to Beat the Spectator How to Kill Balthazar How to Beat the Spectator How to Defeat the Thorm Family Without Combat Who Is The Guardian? (Explained) How To Beat Lorroakan Ketheric Thorm Boss Guide Lord Enver Gortash Boss Guide Ansur the Dragon Location & Boss Guide Netherbrain Boss Guide How to Defeat Sarevok Anchev How to Beat Cazador How to Defeat Steel Watch Titan <br><br> <br>The Shadow Magic Sorcerer draws on the dark power of the Shadowfell to manipulate shadows to their advantage. Initially, this grants them 24m/80ft of Darkvision and the Strength of the Grave ability. This ability will trigger when your hit points are reduced to zero, restoring 1 hit point and preventing you from becoming downed. This only triggers once per long r<br><br>Blazer of Benevolence (11 AC + DEX, Light Armour, Uncommon): Given by Volo as a reward for rescuing him in the Goblin Camp,  [https://Www.Baldursgate3fans.com/articles/the-switch-2-s-missing-masterpiece-why-baldur-s-gate-3-needs-to-join-the-party.html Nintendo Switch 2 launch lineup] this gear gives players +4 Temporary HP whenever they use Bardic Inspiration to Inspire an ally.<br><br>The Ranger subclasses in Baldur's Gate 3 allow the Ranger to gain additional abilities inspired by the Ranger's core concept as a Scout that hunts dangerous foes and has a deep understanding of the natural world. The Beast Master subclass allows them to acquire an Animal Companion to aid them in battle, the Hunter chooses a specialization to aid them in taking down their chosen foes, and the Gloom Stalker learns to steel their mind against mind-altering effects and strike at their foes from the shadows. Rangers select their subclass at level Three.<br><br>Drow: Although relatively unknown due to their lives underground, the Drow are infamously known for worshipping Lolth. However, this is only true for their Lolth-Sworn variants, as Seladrine Drows hope to break away from their association with the dark deity. As Drow, players gain Fey Ancestry, which gives them an Advantage when saving against being Charmed and immunity to sleep, alongside Superior Darkvision (see in the dark within 24m). Even without light, their Dancing Lights (Evocation Cantrip) can illuminate a 12m-radius area. Most importantly, they also gain Proficiency (Rapier, Shortsword, Hand Crossbow). Thanks to proficiency in D&D Versatile Weapons alone, the Drow is ideal for maximizing a Bard’s potential arsenal.<br><br>The Outlander background doesn't give proficiency in Perception or Insight, so feel free to pick up these two skills with this background combination too. As a Druid, picking up Nature or Religion can be good for RP purposes, though there aren't quite as many uses for these skills in the game.<br><br>In Act 1 , which typically brings players up to around Level 5 , you will be able to choose your Warlock Subclass (Great Old One), pick up your first set of three Cantrips (don't forget Eldritch Blast), learn a few basic Warlock spells, and pick up your first two Eldritch Invocations.<br><br>As mentioned briefly in the previous section, Rangers can get hold of the exceptional scimitar "Belm" in Act 3. This can be found in Jaheira's Basement, under Elerrathin's Home in the Lower City. Belm is a legendary scimitar that can perform Whirlwind Attack, making an attack against all enemies within range, as an action once per short rest. The wielder can also perform an extra attack as a bonus action, which calculates its attack and damage modifier using the stats of the weapon in the wielder's main hand. This makes it tremendously powerful when used in conjunction with a main-hand weapon that deals more damage, like Phalar Aluve or Larethian's Wrath. If focusing on strength over dexterity but still using the dual-wielder feat, you could use the Nylruna trident (obtained by winning the jackpot from Akabi at the carnival, getting teleported to the jungle, and then picking the lock on the chest near the portal back to the Carnival) or Voss' Silver Sword (stolen from Kithrak Voss via pickpocketing or murder) in the main hand to great effect. The aforementioned trident is also excellent for adding some range to a Strength-focused Ranger Build.<br>
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