「All Baldur s Gate 3 Warlock Subclasses Ranked」の版間の差分

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<br>Just having Splint Armour as base can be enough for a Fighter or 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>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>This section will discuss some generally good equipment that works for any warlock subclass. An important item to mention is the Potent Robe , obtained in Act 2 by speaking with Alfina, but only if you aided the Tieflings during act 1. This robe adds your Charisma to the damage of all Cantrips and stacks with the effects of the Agonizing Blast invocation, allowing the Warlock to add double their Charisma to their Eldritch Blasts. Players focusing on spells should also grab the Daredevil Gloves at the Githyanki Creche during Act 1, allowing them to use all their ranged spells as melee attacks to avoid the penalty for using ranged attacks in melee. Players wanting to stack up their Charisma even higher should look into Duke Ravengard's Longsword ,  [https://www.baldursgate3fans.com/articles/the-pixel-pack-revolution-gaming-s-human-soul-versus-ai-s-plastic-heart.html Human Vs AI Storytelling] which also grants +2 Charisma and is an excellent weapon for Warlocks using Pact of the Blade.<br><br>Where equipment is concerned , Rangers should seek out the "Speedy Reply" scimitar in Act 1 (found on a dead caravan agent near Flind) or the "Thorn Blade" Scimitar sold by Dammon in Act 2. These two can be very effective during the first two acts, though the Thorn Blade's poison damage is unfortunately resisted by quite a few foes. The Justiciar's Scimitar (found in the Gauntlet of Shar during Act 2) is also an excellent pick that synergizes well with the Gloom Stalker's stealth tactics. During Act 3, players can track down Belm, a returning weapon from Baldur's Gate 2, which is an exceptional weapon that can turn your bonus action into an extra attack and is thus excellent for builds that aren't dual-wielding. It has some unique synergy with certain weapons when held in the off-hand, which are discussed in the Act 3 section.<br><br> <br>Players who want a more affordable option that still enables their Baldur’s Gate 3 characters to wear Heavy Armour wouldn’t go wrong with the classic Ring Mail Armour . Serving as the first iteration of Heavy Armour that one can wear in their playthrough, this is a safe choice for the first parts of the game’s opening, where players are still configuring their party for their first tougher encounte<br><br>Shadeclinger (12 AC + DEX, Light Armour, Rare): While also suitable for Rogues with its Stealth +1 and Advantage on Saves, this is exactly the kind of gear a Bard might need if they're assigned for scouting missions. Players who prefer the Bard to strike last amid an ongoing encounter could use the additional Stealth to maneuver themselves amid hostile forces.<br><br> <br>The tabletop format of Dungeons & Dragons might seem far removed from the digital medium that is video gaming, but that dividing line becomes thinner and thinner as time goes on. In fact, playing D&D digitally has been a growing trend for quite some time, whether by humble, low-tech methods such as play-by-post or utilizing mediums such as Skype or ROLL20 to get a much-need roleplaying fix without all the hassle of organizing a live, in-person sess<br><br>At level one, they also have the additional spell options "Faerie Fire" and "Sleep," allowing them to outline targets to grant advantage or just put their enemies to sleep. At level three, they can also choose "Phantasmal Force" and "Calm Emotions," letting them deal repeating psychic damage that will shift damage type to match the last attack that hit the target and allow them to immunize themselves and their allies from being charmed or frightened. Level five adds the options of "Plant Growth" and "Blink," letting them create difficult terrain and flicker out of reality after their turn to evade attacks (sometimes Fey Magic is fickle.)<br><br>Bards who choose the College of Lore value knowledge and truth more than anything else and spend the rest of their days collecting wisdom and lore wherever they see it. They don’t care much about combat but rather relish in the pursuit of information. Support builds can rely on the College of Lore Bard for outside-combat maneuverability, especially with their additional Proficiencies. Here are other things to take note of:<br><br>Players add their Dexterity and Charisma Proficiency Bonuses to their Saving Throws, making Bards more capable of dodging deadly attacks (Acrobatics) or even resisting truth-telling Zone of Truth Spells. <br><br> <br> <br>Proficiency, Light Armor<br>
<br>The Ranger multiclass option for Druids is a bit more of a memey build, but a relatively effective one nonetheless. By dipping three levels into the Ranger class as a Druid, a character will be able to select a Ranger subclass.<br><br>At level six, a Goolock gains the ability "Entropic Ward," allowing them to impose a disadvantage on an incoming attack as a reaction. Should that attack miss, they then gain an advantage on their next attack against the failed attacker. This can be used once per short rest.<br><br>Draconic Bloodline Sorcerers are able to not only more easily control The Weave than Wild Magic users, but they also have better survivability than the Storm Sorcery subclass thanks to the extra HP and Draconic Resilience passive, which boosts Armor when not wearing any (aside from robes).<br><br>All Wizards get access to a list of ridiculously useful out-of-combat spells, but Evocation Wizards specifically hone in on their ability to dish out massive damage in a short amount of time. All Wizards suffer from the lack of easily rechargeable spell slots, but Evocation Wizards can put these limited slots to good use – plus, Arcane Recovery can help when a Long Rest isn't possible.<br><br>The Fighter class does not normally start with this ability, meaning that players must invest two levels into it – and lose out on Level 6 Wizard spells. However, the ability to take two actions in one turn is remarkably strong for casters, and the added armor proficiencies granted by the Fighter class are just the cherry on top.<br><br>At level six, they gain Misty Escape, letting them turn invisible after taking damage once per short rest. Once invisible they can choose to cast Misty Step on their next turn, though doing so breaks the invisibility effect.<br><br> <br>If you pair the Shadespell Circlet and Eversight Ring , you can take advantage of the Darkness spell to create pools of shadow that won't affect you but will cause plenty of problems for enemies trying to attack you, and get +1 to Spell Save DC/Spell Attack Rolls in the process. The Fistbreaker Helm is a good alternative to the Shadespell Circlet, and you can eventually swap over to the Hood of the Weave if another party member isn't using<br><br>In Baldur's Gate 3 , Rogue 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 Rogue build, while others, like the Potion of Invisibility,  [https://WWW.Baldursgate3Fans.com/articles/unveiling-the-horrors-of-baldur-s-gate-3-s-brain-jars.html Mind flayer lore] will enhance the Rogue's ability to stay stealthy no matter the circumstances.<br><br>Updated April 6, 2025 by Erik Petrovich : Patch 8 for Baldur's Gate 3 is right around the corner, and though lots of the new subclasses seem like a lot of fun to play, the base game still offers some very powerful options for the best Wizard build in BG3. The Evocation Wizard is still the best Wizard build in BG3 – but that could change with the release of Patch 8. Until then, stick with this Evocation Wizard guide to learn the best Wizard build tips, what makes Evocation such a powerful subclass for the Wizard, and other information that will help you min-max your Wizard character. This Wizard build guide has been updated to add in-game flavor descriptions of the class and subclass, as well as a new small section with the best consumables for the Wizard, including both potions and elixirs, in the Equipment section.<br><br>In addition to Armor, Weapon, and Saving Throw proficiencies that vary for each class, the pool of Skills you can choose from are different for each class. These cannot be changed once you get past character creation without resetting your build.<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>From the six options, be sure to have Insight and Investigation covered. Investigation is incredibly useful while exploring the world and locating items for quests, as it can highlight things before you even see them.<br><br>Wyll : A Fiend Warlock, Wyll's spell list is somewhat limited compared to Gale, being a Warlock comes with its own benefits. Play Wyll as a hybrid of both ranged damage and ranged control, inflicting CC on enemies as often as you attack them<br><br>Insight is mostly useful for dialogues and telling NPC's true intentions, but doesn't come up terribly often. If you already have Insight covered by your background, opt for Arcane or History, whichever suits your character more.<br><br>If you are dead set on including a character in your party, simply talk to Withers to respec them to one of the optimal Druid companion classes listed above. This way, you won't miss out on that character's questline, and you won't have to suffer from an improperly balanced party.<br><br>Level 7 allows access to "Dominate Beast" and "Greater Invisibility," enabling them to turn animals to their side and render a target invisible for ten rounds whether they attack or not. Level 9 grants them access to "Dominate Person" and "Seeming," letting them manipulate humanoids and disguise all four party members simultaneously. Finally, at level 10, an Archfey Warlock gains "Beguiling Defenses", becoming immune to charm.<br>
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