| <br>The Berserker Subclass pairs exceptionally well with the "Gloves of Uninhibited Kushigo", which boost the damage dealt by improvised and thrown weapons. Used in conjunction with Enraged Throw, this can allow the Berserker to further dish out damage using whatever's close to hand. All Barbarian Subclasses will also get plenty of use out of the "Wrath" magic items, which allows them to build up a stacking damage bonus by taking damage and raging. These consist of the " Linebreaker Boots ", " Bloodguzzler Garb ", " Enraging Heart Garb ", and " Cap Of Wrath ."<br><br>As you level up in one of these BG3 Fighter subclasses, you will gain more abilities that are unique to your subclass choice. Your choice of Fighter subclass can be changed by speaking with Withers, but you will start at Level 1 and have to make your BG3 Fighter build from scratch.<br><br>The Eldritch Knight serves as a way for Fighters to gain limited access to magic and, as a result, the ability to buff themselves and inflict elemental damage. Since they cast spells using the Intelligence stat, the Eldritch Knight subclass is particularly well suited to the Githyanki race's default bonus stats, though the full release allows players to adjust racial stat bonuses however they wish.<br><br>Since the Beast Master Subclass gets its strongest features at level 11, it is typically ill-suited to multiclassing. That said, players could take a level in Fighter to gain an extra fighting style, or a level in Barbarian for access to Rage (though Raging will prevent the Ranger from casting or concentrating on spells.)<br><br>The Arcane Archer subclass uses Arcane Arrows to deal damage at a distance while debuffing their targets in various ways. When taking this subclass at level three, the fighter immediately gains proficiency in Arcana and Nature, and one of the following three cantrips: Guidance, Light, or True Strike. They also get four Arcane Arrows per short rest, which can be used to perform Arcane Shots. Speaking of Arcane Shots, they choose three types of Arcane Shot to learn from the list below.<br><br> <br>Just having Splint Armour as base can be enough for a Fighter or [https://www.Baldursgate3fans.com/articles/baldur-s-gate-3-patch-8-7-reasons-for-a-fresh-playthrough.html www.Baldursgate3fans.com] a Paladin to enter the frontlines with confidence, as AC 17 is not an easy number to reach by enemies in the beginning stages of the game. By the time players find Plate Armour for their tank, it’s very likely that another party member has Multiclassed into a Class with Heavy Armour Proficiency, making the Splint Armour a decent hand-me-down from one character to the next until players find Heavy Armour pretty or potent enough to replace<br><br>At level ten, Eldritch Knights learn one more second-level spell, get one more cantrip, and gain "Eldritch Strike." Eldritch Strike gives a creature the Eldritch Knight successfully hits with their melee attack disadvantage on saving throws against the Eldritch Knight's magic, but only until the end of the Knight's next turn. This can be great for setting up a foe for a powerful spell.<br><br>For greatly improved melee range, you can utilize weapons like the Monster Slayer Glaive, Drakethroat Glaive , or Sorrow, all of which are accessible during Acts 1 and 2. You could also pick up the Halberd of Vigilance during Act 2. Alternatively, you could select a Greataxe for better potential damage, such as the Very Heavy Greataxe, Blooded Greataxe. Later in the game, during Act 3, you can swap these for Sethan or the Hellfire Greataxe.<br><br>At level Six, Berserkers gain the "Mindless Rage" ability, which grants them immunity to the Charmed and Frightened status effects while raging. It also prevents the "Calm Emotions" spell from ending their rage. At level 10, they gain "Intimidating Presence," allowing them to inflict fear on a target as an action. This can be useful for neutralizing foes and rendering them more vulnerable to attacks.<br><br>After landing an attack, the Swarmkeeper may choose to activate one of the abilities listed in the table above, based on their Swarm, or teleport up to 5m/17ft away. None of these effects spend an action, bonus action, or reaction. Third level Swarmkeepers also gain the Mage Hand and Faerie Fire spells, which are always prepared.<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>Lore And Game Information What is Avernus? Biggest Rules Changes From Dungeons and Dragons Fifth Edition The History of the Baldur’s Gate Series The Baldur's Gate Games Listed In Chronological Order (Including DLCs) What is Avernus? Harper Faction Explained What is the Shadowfell? Baldur's Gate 3's Absolute Plot Simplified and Explained Why Githyanki and Illithids Hate Each Other Who Is The Guardian? (Explained) Withers' True Identity Explained What is the Strange Ox in Baldur's Gate 3? What Is The Absolute? What Is The Absolute? What is an Elder Brain? The Gods of Baldur's Gate 3 Explained Should You Use Tadpoles and Illithid Powers? All Drow Houses In Baldur's Gate 3 Explained Things That Make No Sense In The Story Choices That Make No Sense In The<br> | | <br>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.<br><br>At level 10, the Battle Master gains "Improved Combat Superiority," changing their Combat Superiority Die from 1d8 to 1d10. This improves the maximum amount of bonus damage they can deal when using a Combat Maneuver. Finally, a t level 11, the Battle Master gains two more Combat Maneuvers from the list.<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>Savage Attacks lets players add an additional Damage Dice on top of their normal critical hit damage, but only with melee weapon attacks. Relentless Endurance prevents the Fighter from going down, restoring them to 1 HP upon reaching 0, only once per long rest.<br><br>In [https://Www.baldursgate3fans.com/articles/unveiling-the-horrors-of-baldur-s-gate-3-s-brain-jars.html Baldur's Gate 3 Secrets] Gate 3 , Wizard builds can be enhanced further with the use of specific consumables. Certain potions, like the Elixir of Battlemage's Power, will grant combat-oriented bonuses for this best Wizard build, while others, like the Potion of Angelic Slumber, will make it easier to cast more spells more often by restoring Spell Slots.<br><br>Because of their enormous repertoire of knowledge, and the ability to swap prepared spells from their entire available list of spells anytime outside of combat, Wizards are generally considered the class with the most diversity and utility in Baldur's Gate 3 .<br><br>In Baldur's Gate 3 , the player's choice of character class is arguably the most important decision they make. Each class provides different abilities and utility when exploring the world and engaging in combat. One such class is the Fighter , who begins the game with the ability to wield any weapon and wear any armor.<br><br>Trickery Clerics are one of the weaker subclasses, but their abilities make them very useful when working alongside stealthy allies. This also means that they pair well with Rogue, Ranger, and Shadow Monk when multiclassing.<br><br>But aside from useful racial spells, Githyanki give another important benefit to Wizards: armor proficiencies. As a Githyanki Wizard, players can equip Light and Medium armor, a huge AC boost over robes and clothing. The Astral Knowlegde ability can be incredibly useful for Dialogue checks and dice rolls, too.<br><br>Each of Baldur's Gate 3 's classes has different abilities and skills to aid them in exploration and combat. The Cleric class is a divine spellcaster who wield magic in the service of their god. Each of the Cleric Subclasses reflects a domain their god has dominion over, and grants the Cleric unique abilities relating to that domain.<br><br>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.<br><br>This section covers the best equipment for Evocation Wizards 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.<br><br>The Divination School is a tremendously powerful two-level dip for any build that has room for it, assuming the player is confident in their ability to use Portent Dice at the right moments. On the opposite side of things, a Divination Wizard with levels in Fighter for armor and Action Surge can also be tremendously effective.<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>In Baldur's Gate 3 , Fighter builds can be enhanced further with the use of specific consumables. Certain potions, like the Elixir of Heroism, will grant combat-oriented bonuses for this best Fighter build, while others, like the Elxir of Bloodlust, will enhance the Fighter's innate ability to stay in melee combat and keep swinging, even if the odds are against them.<br> |