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<br>At level 8, the Wildheart gains "Land's Stride: Difficult Terrain." This prevents difficult terrain from reducing their movement speed. They gain a second Animal Aspect at level 10, choosing from the same list.<br><br>Players should seek out the Spell Savant Amulet in Act 3 to keep in the inventory for emergencies, since wearing it will grant an additional level 2 spell slot and each party member can use that bonus spell slot once per long rest. The Shelter of Athkatla (Looted from Lorroakan in Act 3) provides advantage on saving throws against all spells and lets you cast Mirror Image for free once per long rest, making for an excellent defensive option. That said, the Robe of the Weave can also be acquired from the Tower where Lorroakan can be found , in the same location as Markoheshkir and contained within another orb. This Robe gives the wearer +2 AC and a +1 bonus to Spell Attack Rolls and Spell Save DCs. It also heals you whenever you succeed a saving throw against an incoming spell, which can be handy.<br>Infernal Rapier (1d8+2 Piercing, Rapier, Very Rare): Getting this weapon for Wyll and then giving this to the team's Bard can give players access to the Planar Ally Spell. While only usable once per Long Rest, this extra Cambion ally can significantly add to the player's overall firepower, especially since it's far stronger than a typical pet.<br><br>When it comes to multiclassing, Transmutation Wizards are uniquely suited to acting as non-combat support by crafting potions, using Rogue or Bard levels to gain medicine expertise and more efficiently double all potion production. They can also make use of levels in Fighter or Cleric for access to medium and heavy armor, much like the other Wizard subclasses.<br><br>Updated on the 25th of April, 2024, by Thomas Hawkins: With the release of [https://Www.baldursgate3fans.com/articles/unveiling-the-horrors-of-baldur-s-gate-3-s-brain-jars.html Baldur's Gate 3 Secrets] Gate 3's long-awaited Patch 8, every class has gained a new subclass. In the case of the Barbarian class, they may now choose the Path of Giants subclass, allowing them to channel the elemental strength of giants to grow in size and throw their enemies around in various ways. They may also empower their weapons with elemental damage and the thrown property, allowing them to easily hurl greatswords and other two-handed weapons. This guide has been updated to discuss the new subclass, multiclassing options that pair well with it, and equipment that works particularly well with this subclass.<br><br>The Divination School grants Wizards the abilities "Divination Savant" and "Portent" at level two. The former allows them to scribe Divination spells into their spellbook for half the normal cost , while the latter allows them to gain two "Portent Dice," which are rolled at random after a long rest. The divination wizard can replace any attack roll or saving throw within 9m with one of their portent dice as a reaction, allowing them to swap in a high number to help allies or a low number to sabotage foes.<br><br>There are a total of seven BG3 Circles (subclasses) Druid players can try out, each of which focuses on different aspects of the class, and offers a selection of unique skills, proficiencies, and other features. As you level up in one of these BG3 Druid subclasses, you will gain more abilities that are unique to your subclass choice.<br><br>When it comes to multiclassing, the Evocation School benefits greatly from Sorcerer levels to gain access to Metamagic. Quickened Spells and Twin Spells can do wonders for damage output, while Silent Spell can allow spellcasting even when silenced. Distant Spell can also be helpful for striking enemies from well out of their range. As with many Wizard Subclasses, access to armor from Cleric or Fighter levels can also be very useful, with the former also offering access to a wider range of spells while the latter's Action Surge can help the Wizard unleash more spells in a turn.<br><br>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.<br><br>At sixth level, Giant Barbarians gain Elemental Cleaver. This allows them to add acid, cold, fire, lightning, or thunder damage to their weapon while raging, and also adds the Thrown property to their weapon when used. Additionally, weapons under the effect of Elemental Cleaver will be returned to your hand immediately after being thrown, allowing for greater flexibility in throwing weapon builds. The elemental damage behaves like a damage rider when throwing the weapon, meaning the elemental damage is boosted independently by things like the Rage buff, Tavern Brawler, or the Ring of Flinging. This allows you to achieve much higher damage than expected with weapons enhanced using Elemental Cleaver.<br><br>This choice will dictate the kind of Spells and Feats more applicable to them, especially since the Bard’s roster of new options in this cap improves their overall supporting capacity. Reaching this point in their playthrough should have players consider the following combat options:<br>
<br>Athletics and Survival are great for exploring the world, while Athletics and Intimidation is better for an in-your-face Fighter. Either way, Fighters have plenty of opportunities to naturally trigger Inspriation from these two Backgrounds.<br><br>In more general terms, players can make use of various elemental equipment sets to empower their Nature Cleric, based on their preferred elemental damage. For example, the cold damage equipment found throughout the game can be very effective when paired with Sleet Storm and Elemental Fury (Cold). Pick up the Mourning Frost from the Underdark in Act 1, along with the Hoarfrost Boots from the Inquisitor's Chamber at the Githyanki Creche. The former will apply chilled whenever the Cleric deals cold damage and grant a small boost to all cold damage dealt, while the latter prevents the Cleric from slipping on icy terrain.<br><br>The Circle of the Land Druid specializes in spellcasting first and foremost, gaining the ability to recover their spell slots using the "Natural Recovery" ability once per long rest. This makes them excellent utility casters and allows them to utilize their magic more freely and frequently than the other Druid subclasses.<br><br>A great early weapon for a Death Domain Cleric is Loviatar's Scourge (either wielded by or on a table near Abdirak in the Goblin Camp, depending on whether he is currently using it). It deals Necrotic damage to all nearby creatures (including the wielder) whenever swung, but also grants the user resistance to Necrotic damage (which applies to the self-damage). You should also pick up the Ring of Arcane Synergy from Crèche Y'llek so that you can buff your weapon damage by making use of your cantrips.<br><br>Naturally, as a spellcasting-focused Druid subclass, the Circle of Stars Druid will also benefit greatly from most of the equipment we recommended for the Circle of the Land Druid. Spell Save DC-boosting items like Melf's First Staff, the Cloak of the Weave, and Markoheshkir can be incredibly useful to the Circle of the Stars Druid, making it harder for enemies to resist their spells.<br><br>The War Domain is granted by gods of warfare, and begins with the ability "War Priest." The Cleric can spend "War Priest" charges to make an additional attack each turn, making the War Domain the best for a weapon-focused cleric build. At level one, the Cleric has three "War Priest" charges. To further aid in direct [https://Www.baldursgate3fans.com/articles/mastering-the-drunken-master-monk-in-baldur-s-gate-3.html bg3 monk combat tactics], the War Domain also grants proficiency in heavy armor and martial weapons.<br><br>For example, players could focus on lightning damage, picking up the Spellsparkler staff from Waukeen's Rest (by rescuing Counsellor Florrick), the Jolty Vest from Brem in the Zhentarim Hideout, and the Watersparkers from the chest behind Minthara at the Goblin Camp. Add the Blast Pendant, worn by one of the Petrified Drow near the Selunite Outpost, and the Sparkswall Ring from the Mage Tower Basement in the Underdark. Buy the Lifebringer from Blurg in the Underdark Colony to complete the ensemble. After reaching Grymforge in Act 1, players should replace the Jolty Vest with the Protecty Sparkswall for better spell save DCs and pick up The Real Sparky Sparkswall shield, also found in Grymforge.<br><br>The Sorcerer is one of the few Spellcasting-only classes, one that is nearly impossible to build into a melee fighter without multi-classing. Like the Wizard, Sorcerers can access a massive variety of useful spells that range from devastatingly damaging to enraging environmental effects.<br><br>The Oath of Devotion Paladin is fairly stat-hungry if players want to take full advantage of Sacred Weapon, so it doesn't pair very well with most other classes when compared to the other Paladin Subclasses. When it comes to gear, players will likely want to use a one-handed weapon and a shield, tanking for the Party and keeping enemy attention. The Blood of Lathander legendary Mace is a fantastic choice that will remain relevant for most of the game, and can be found towards the end of Act 1.<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><br>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.<br><br>Updated on April 15th, 2025, by Thomas Hawkins: With the release of Patch 8, every class in Baldur's Gate 3 has received an additional subclass option. In the case of Clerics, they've gained access to the Death Domain, which provides several benefits to spells dealing necrotic damage, access to many necromancy spells as domain spells, and a few methods of dishing out necrotic damage in melee range. This guide has been updated to provide information and advice about the Death Domain in its own section, including information on multiclassing and useful equipment for the subclass.<br>
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