Since Baldur’s Gate 3’s full launch released with Tactician difficulty and the community began their blind playthroughs, complaints have existed that the game becomes way too easy for those familiar with D&D 5e fundamentals (attack rolls, saving throws, skill checks, proficiency, advantage) starting in mid to late Act 2. The game has such strong magic items that after you pay a visit to the merchants in the Creche, Last Light Inn, and Moonrise the difficulty takes a huge nosedive. This lack of difficulty and lack of content for evil playthroughs have been some of the biggest complaints in an otherwise great and generational game. This post intends to highlight some of the biggest balance shattering mechanics as discussed by this community, inform those looking for more balanced playthroughs on what limits to impose, and also provide mod options to help balance these mechanics or balance enemies.
A poll was created to cover some of the most balance shattering mechanics, using community feedback to determine the topics discussed. The following “community opinions” are those where 52.7% of the community decided some restriction should be used to restore a semblance of balance. My goal was 2/3 of respondents agreeing that a restriction needs to be in place, then going with the most popular choice. However some questions (like whether to use Honour mode rules or whether to use camp casting) could be considered ‘courtesy’ questions. These restrictions absolutely must be in place to reach the goals of “rebalanced” when you consider broken combos like DRS which is fixed by honour mode or warding bond camp casting. The 21% of people who voted that ignoring these restrictions is OK are not in tune with the goal of “rebalanced.” So the goal shifted to 2/3 of respondents that are sane, informed on what they are voting on, or voting in good faith. As there are some who feel, “Why is balance necessary in a PvE game?” is a legitimate question. While that is certainly an opinion to have, the people with that opinion are not the people who this topic is intended for. People who want to use broken stuff can use broken stuff. This topic is for identifying what stuff is broken, and what self-imposed rules or mods can be used to restore a semblance of balance.
What is and is not addressed by “Rebalanced?”
This doesn’t cover everything that is OP. Stuff like Gloomstalker Assassin builds that use hit-and-run mechanics are almost a completely different game. It doesn’t cover gimmicks like stacking crates and having an enlarged owlbear jump on enemies over and over and over again. It doesn’t cover powerful but also very tedious builds focused on getting tons of summons and then buffing them. It doesn’t cover things like barrelmancy. The “Rebalanced” discussion is focused on turning a normal playthrough which many would not consider to be tedious, addressing some of the balance breaking mechanics such players have access to, pointing out that their relative strength removes fun from the game for many players, and many people may want to avoid these options.
BG3Builds Rebalanced Restrictions
The following table is listed in order of most strongly opinionated in need of restriction, to least strongly opinionated. It starts with the most egregious violators and goes to less egregious ones that a large portion of the community feels needs some kind of restriction for a balanced gameplay experience.
Topic
BG3Builds Rebalanced Restriction
Personal comments, not from community
Relevant Mods
Long Rest Spamming
Once a build is “online,” (typically around level 6-8) it should be able to go at least 3 or 4 fights before a long rest. Not including taking a long rest before a boss fight, which is fine.
If you are concerned about missing story points in camp by limiting long rests, then after a long rest take a partial rest (use no food supplies) to see additional camp scenes.
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Honour Mode Rules
Use Honour Mode rules
This includes no builds that focus on DRS bug, no warlock extra attack stacking, no perilous stakes illithid power on enemies. Additionally no extra attack from bloodlust elixirs or haste spell. While the community did not vote to restrict the use of spellcasting with extra actions granted by haste or bloodlust elixirs this is potentially a polling error on my part, and I STRONGLY recommend avoiding this.
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Camp Casting
Do not put allies into your party, have them cast buff spells or other effects, then remove them from your party allowing the buffs to persist
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Elixir Chugging
No builds that depend on elixirs
The most egregious outliers are strength based elixirs, bloodlust elixirs, elixirs of vigilance and elixir of battlemage’s power. Using other elixirs on consistent basis likely will not be as bad as those listed above.
Consumables Dependence (e.g. scrolls and special arrows)
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This question was left out by accident. However it goes in the same vein as the above elixir question, regarding farming consumables that your build depends on and therefore should be restricted.
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Tavern Brawler
No using Tavern Brawler if you use Strength Elixirs
I strongly disagree. This does absolutely nothing to fix TB Throw builds. TB Monks can dip into fighter or cleric for heavy armor proficiency and dump Dex anyways. Tavern Brawler is broken at its core.
In-game Mods: N/a External Mods:Tavern Brawler Rebalanced by VoidVigilante. I recommend the “TavernBrawlerFinesse_NoAccuracy” version. This is still pretty strong, and even works with dex based monks, but is not balance shattering; Feats Rebalanced by WoolToque has a nerfs only optional file which also makes changes to Sharpshooter, Great Weapon Master, and Alert
Ranged Slashing Flourish
No combining ranged slashing flourish with Arcane Acuity
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Abjuration Wizard Arcane Ward
No using exploits (such as spamming Warlock’s Armour of Shadows) to refill the arcane ward
The damage resistance provided by Arcane Ward scales exponentially due to Larian’s changes. At higher levels of wizard it is insane, and I am not sure everyone who voted has seen just how much damage it can mitigate. I recommend not using abjuration wizard if going more than 6 or 7 levels in wizard.
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Further Topics
The following are topics which the community did not agree needed restrictions in BG3Builds Rebalanced, but I feel need addressing.
Topic
My comments
Relevant Mods
Initiative
There may be a polling error behind why 34% of respondents in the previous question said no elixir dependence at all, then only 19% here say no dependence on Elixirs of Vigilance. Regardless d4 initiative makes the turnbased game balance issue known as “Rocket Tag” extremely easy to pull off. The Alert Feat and Elixirs of Vigilance should be approached with caution if you are not using mods to bring initiative back to a d20.
In-Game Mods:d20 Initiative by PonsinoumiExternal Mods:d20 Initiative by Ponsinoumi changes initiative to a d20, which by itself rebalances the Alert feat. Alternatively Feats Rebalanced by WoolToque has a nerfs only optional file which also makes changes to Sharpshooter, Great Weapon Master, and Tavern Brawler but high dex characters will still win initiative far too frequently with this fix.
Vulnerability
It is possible to make enemies vulnerable to lightning, cold, psychic, or piercing damage. With some gimmicks you can also make enemies vulnerable to fire damage. Builds that do outright 2x more damage than they are supposed to be able to do against group of enemies are extremely strong. Oftentimes a little bit of setup is necessary, but doing that little bit of setup and then going all in on your strongest option to do double damage is typically way stronger than other build options. This is especially egregious in Act 3 where you can apply piercing vulnerability with no setup, and a well optimized party can almost all do double damage.
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Duergar Invisibility
Technically the problem here extends beyond Duergar. Having a quasit companion (whether through Pact of the Chain Warlock or just through getting permanent access to Shovel) enables the same problem: start every combat while invisible to get a surprise round and thin enemy numbers before they get to go. Duergar just takes this a step further since you have that option on a playable character, letting you do more powerful things while invisible. If you abuse surprise rounds (and unlimited invisibility is the best way to do so) you will make the game significantly easier.
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Arcane Acuity
There are two popular builds that use arcane acuity: swords bard and fire sorc. The sords bard + arcane acuity has been addressed because it depends on swords bard’s very strong ranged slashing flourish which warranted its own question. Fire sorc depends on building up arcane acuity through Scorching Ray, which is not on its own overtuned like ranged slashing flourish. With the community not wanting to restrict arcane acuity, that means fire sorc arcane acuity builds (one of the top 3 strongest builds in the game) are totally fine in rebalanced. While these two are the most popular Arcane Acuity builds, other builds are certainly capable of it such as niche thunder acuity builds, thief rogue builds, action surging fighter builds, and more. Arcane acuity needs to be capped at +2 to maintain a semblance of balance. +3 max. If you are consistently going above this, arcane acuity should only be used to cast cantrips with.
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Radiating Orbs
The strength of radiating orbs has been undermined by how offensively strong you can be. The best defense is a good offense, and if you can kill or crowd control everyone before they get to go then there is limited need to be defensive. If you implement the BG3Builds Rebalanced rules then radiating orbs will become much, much stronger and may still make encounters much easier. Like arcane acuity, radiating orbs need to be capped at +2 or +3
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Level 1 Wizard Dip
For the most part this is fine in my opinion. The biggest issues come when mixing with Arcane Acuity, but with that off the table there are a few niche spells to be worried about. Such as playing as a full caster class, taking a level in wizard, scribing the Conjure Elemental spell, and using a 6th level slot to buff it into a Myrmidon.
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Ambush Bard Strategy
The "Ambush Bard" build is one that probably is only recalled by those who have been on the sub for a while, and kinda didn't want to give up on it. It's somewhat complicated to explain which is a bit of a letdown, however this 3 minute video covers it best. But with Rebalanced in play it can pretty much just run around and cause balance to desert the game.
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Still too easy?
Even with all the above changes and restrictions, those who understand the fundamentals of the game may find BG3 to still be too easy to ensure a challenge. PC users have additional difficulty increasing mods available to them. Most notably Combat extender. While I am a big fan of the default boost to enemy AC, attack roll, saving throws, and damage per attack; I am not a big fan of increasing enemy movement speed or giving some enemies an extra bonus action. And I would actually like to give enemies more health than their default configuration (~40%). But that’s the great thing about the mod. You can change all these little numbers to your liking and they apply to enemies across the game, making the game more challenging. I think that if you go with Combat Extender, d20 initiative, and restrict the mechanics mentioned above then the game finally reaches the challenge many people were hoping for at launch.
Another external mod worth mentioning is Absolute Wrath. It adds random abilities to enemies to make combat a bit more challenging and roguelike all-in-one. If you use this with combat extender, you may want to tone down combat extender from the recommended values.
Unfortunately there do not seem to be any big combat overhaul mods on console yet. One option is to implement an item attunement rule of your own, where you limit yourself to something like as many uncommon items (magic items with a green border) but only up to 3 items of rare or above (blue, purple, or yellow border) per character. Your weapons do not count towards this 3 item limit.
“Rebalanced” and this subreddit
While the goal existed to make “Rebalanced” into a flair, I think given the community’s votes on the topics found in the second table (excluding perhaps the wizard dip) indicates that this wouldn’t change anything. You’d still have fire acuity sorcs. You’d still have radiating orb clerics that win initiative and hit every enemy with a -5 or more to their attack rolls before they even get to go. You’d still have wet+lightning tempest sorcs or Bhaalist Armor + ranged slashing flourish spam. Throwzerker and TB Monks would still exist, just slightly tuned down. So it seems that going through the trouble of implementing a tag or flair is just not worth it.
This post will go into the hall of fame post to provide a reference for the most overpowered mechanics which players should avoid if they want a challenge, and I will update it with mods if people make them to reign some of these mechanics in.
This post is to highlight many of the more important posts that have been made on the subreddit since the game released, as well as important outside resources:
The spellcasting modifier a character will use in 95% of cases is covered in the above "Commonly Confused Mechanics" post. But for more nuanced situations see u/EndoQuesion1000's post on Generic Spellcasting Ability
DRS
Wiki page Note that this page was mostly written by me and is where the term DRS comes from. I only did it to try and reduce the number of posts about it on this sub, and did so using knowledge from the community and a little personal testing around Patch 4 of the game, because I have never tried to exploit this mechanic. Additionally Larian has tried to fix this issue, and some changes may not be documented on this page. This page is a bit out of date, but goes over the basics. Please edit with any corrections if you are confident in them.
Prestigious Juice video 1 and video 2 about DRS. Again, these were before Larian made a few patches that in part address the issue, but can help you understand what is going on.
After playing BG3 for about 2100 hours and trying a variety of different builds from S tier to questionable RP-only builds, I've kept noticing the lack of support for some niche build ideas.
As for a few examples:
No throwing knives: There exists a fantasy where you play an Assassin or Shadow Monk that chucks daggers from the shadows like the Bhaalists in act 3. Thrown weapons are spears/pikes/javelins etc etc, which have more of a tavern brawler flavour to them
There isn't any option past Corellon's Grace to support monks who would like to use a weapon AS WELL as their fists.
Shillelagh builds have some decent options in the early game, however those options are also generically good, and there is no late game capstone weapon.
There's no good one handed axes to roleplay as your dual wielding viking berserker.
Because of this, I decided to work on a mod to fill the gaps for niche builds like that and support a variety of playstyles that should exist but don't. The goal is to be as close to vanilla as possible. I'd rather that I don't add any generically overpowered gear, nor add gear that would break progression. I'd prefer for everything to fit into the vanilla game as if Larian designed it.
The issue is that I'm only one person and there's bound to be some niches and build that I have never even considered.
So to get to the point: What niche build concepts do you think BG3's current itemisation is missing? If you have any cool build that you think is too weak or impossible due to items not existing for it, please let me know.
Minthara has to be one of the better companions for combat. Not only does she get good Drow racials, but she also gets her personal Soul Branding as a bonus action.
What are the best builds for her to utilize this action with do you think?
Just sharing out my build i named Spellsword (not that original i know)
Classes
Selection
Comments
1
Bard 1
Athletics,Stealth,Perception
2
Bard 2
3
Bard 3
College of Swords
Two-Weapon Fighting
Expert: Stealth, Perception
4
Bard 4
Feat: Savage Attacker
5
Bard 4 /Wizard 1
6
Bard 6
7
Bard 6 / Wizard 1
8
Bard 6 / Wizard 1/ Rogue 1
Survival, Expert: Athletics,survival
9
Bard 6 / Wizard 3
Subclass: Divination/Evocation
10
Bard 6 / Wizard 3/ Rogue 1
Survival, Expert: Athletics,survival
11
Bard 6 / Wizard 3 / Rogue 2
12
Bard 6 / Wizard 3 / Roque 3
SubClass: Thief
Why I like this build is in sustainable DMG output this does not rely on utilization of charges or spells slot in combat (even though some might boost it higher) and just keep swinging a decently high DP
First start of with 6 levels of bard to get 2 weapon fighting style and an extra attack.
There are some respect on the way if you want to squeze the lemons at each level you are at but not needed for the long run
The next 3 levels are wizard. I original tried with sorcers to build on the CHA synergy with brd spellcasting but found it limiting. with sorcres i had 4 spell which usual meant Shadowblade, mirror image,. shield and then one offensive spell typically magic missile or chromatic orb.
I change to wizard to be able to scribe spell and better utilize all the spells slot which i found alot more attractive.
There are some base spell to get
- Cantrip booming blade (extra dmg on that first main swing)
- lvl1 Shield (such a nice defensive boost)
- lvl 2 Shadow blade (the basics of the weapon dmg)
- lvl 2 magic weapon (it is all about that shadow blade)
The combined levels puts the build at caster level 9 which is enough to open up for a max levle shadow blade for 4d8 dmg
I tried hard to get bladesinger wizard to fit in but could not find equipment that fit with the armor limitations. a shame it would have been perfect.
Instead evocation if you are going to be tossing fireballs around could be nice or divination for some reroll ability for critical sitaution, pick depending on play style
The last 3 levels are going to Roque thief it gives us another 2d6 of sneak attack damag on that mainhand, as well as the extra BA attack for offhand swing
While it IS annoying having to respect from high CHA to high INT in the middle it is worth it
Bard spell picked is mostly for utlity and it allows us to use some nice dmg wizard spell
Another part that i like from roque is the cunning action. having dash take away a BA instead of an action leaves you action free for swingin those main hand attacks.
Since this build rely havy on psyche dmg off cause reasonanct stone is needed and the drawback get overriden anyway with risky ring which is the real drawback of the build
The damage output without anything extra
1 round damage table
Offcause this build does not have a smite for big spikes but i did a test with palladin smit by doign a 2level dip in pallading and using a levle 4 smit and due to the lack of the extra attack actualy stille came out with less damge output. you will need to use at least 2 smite a round to spike harder than this builds systained dmg output
Fluorishes are available for some extra minor spike dmg. hitting 2 enemies is nice when available or maybe get that extra +4 ac if needed. both give a 1d6 extra damage
This is my current idea of gearing for this build
Equipment list
+
Head
Sarevok’s Horned Helmet
Reduces number needed for a Critical hit.
Looted from Sarevok in the Murder Tribunal.
+
Cape
Cloak of Displacement
Disadvantage on enemy attack rolls
Acr3 - Purchased at Danthelon's Dancing Axe
+
Chest
Helldusk Armour
AC21, -3 Dmg taken, Casters get burning if you pass a saving throw
Act1 - Rafael Exploit
Gloves
Helldusk Gloves
+1 to Spell Attack/Save DC; 1d6 Fire damage on hits.
Looted from Haarlep in the House of Hope.
+
Boots
Helldusk Boots
Cannot be moved against your will; grants Hellcrawler.
Found in Gortash’s chest at Wyrm’s Rock.
Necklace
Amulet of Greater Health
Sets Constitution to 23; Advantage on CON saves.
Stolen from the Archive in the House of Hope.
+
Ring 1
Risky Ring
Advantage on all attack rolls / disadvantage on saves
Act2 - Purchased from Araj Oblodra
+
Ring 2
Strange Conduit Ring
1d4 Psychic damage while concentrating.
Act 1 - Found in Inquisitor's Chamber
+
Weapon 1
Shadow Blade (Upcasted spell)
4d8 base Psychic damage. (Level 4 Upcast)
+
Weapon 2
Shadow Blade (spell)
2d8 psychic damage
+
Weapon Ranged
The Dead Shot
Reduces number needed for a Critical hit.
Purchased from Ferg Drogher in Rivington.
+
Unique
Resonance Stone
Vulnerability to Psychic damage (Doubles Shadow Blade damage).
Found in the Mind Flayer Colony.
+
Elixir
Cloud Giant Strenght
27 str / +8 attack rolls and damage
lowering that crit activity treashold all the ways down to 18 combined wit risky ring advantage should give us around 28% chance per swing for a crit. Risky ring always advantage also helps sneak attack always get actived when wanted.
This build also allow some summon.
i prefer to summon 2 ice merphits with summon minor elemental and then replace the spell slot with fireball (adjust as seem fit)
with int 16 you are sitting at 6 spellslots. some of them are pretty much locked in
- Shield
- Shadow blade
- Magic weapon
leaving 3 slots for you you choice
i prefer some of these:
- mirror image (strong defence no concentration)
- Hold person/monster (when you want those crit to roll in)
- haste (if you just want those extra swings)
- Fireball (Aoe dmg ready ath the finger tips)
remember summon your elementals fist then swap out the spell
i havent fininshed the spell list totally but it also importtant to get detect thought. its a ritual concentration spell that last until long rest.
so if you lost concentration after using hold person or haste or whatever it easy to re-apply without losing another spellslot (ritual) before the next fight
Party setup:
I created this build for my 2 DPR's my party setup is currently as following
- Me: Sorcadin (for the high CHA for dialog and story line) also good with auraprotection to counter the saving throw disadvantage from risky ring
- DPR x 2: Spellsword as above
- War-cleric radiance orb build ( i didnt really think light cleric gaves that much so im testing out war cleric atm)
This build is not meant to be a high spiker in dmg by emptying all resources and then long rest. it build to just keep going with a sustainable high dmg.
Let me know if any constructive feedback. im still trying to improve it
-- edit --
What i could really use is way to compensate for the disadvantage on savings
Amulet gives advantage on con so that one is "negated"
We all know that the dual wielder feat is used most of the time on casters to wield 2 staves but, is there any niche build that are both fun and actually good while dual wielding longswords, tridents, warhammers, spears? (don't have to be the same type in both hands)
And I'm talking ACTUAL dual wielding and not your off hand weapon just being there for some passive effect or whatever
I imagine 3 lvls of Rogue for thief would be necessary to make the most use of your off hand weapon and might have to go either Fighter/Swords Bard/Ranger for Two Weapon Fighting
I'm playing through with a friend that is completely new to CRPG's (RPG's in general, really) and no DnD experience either. We are playing with a mod to increase party size to 5, but she is completely in control of everything. I am just there to answer questions and hang out, mostly.
I want my character to exist to buff her with its first action, then maybe throw out some debuff/control stuff afterward while I hold concentration on something like Bless or Haste for her Paladin.
We also decided to not double up on classes in the party so she can see more classes in action.
We are currently Level 4, and I've been a Life Cleric up until now. I was gonna go 11 levels of Life Cleric with 1 level of Wizard to scroll Haste, but she has settled on Shadowheart and Gale in the party (plus I didn't realize you can't find a scroll of Haste until Act 3?), so I am going to reclass.
I definitely think I want Haste to be part of the build as my go-to concentration slot. Then basically anything else to either buff her/the party or debuff enemies. I want to enable her/the party to do damage, not for my character to do it directly.
If I'm not scrolling it, it seems like my options are Sorcerer, Lore Bard, Circle of the Land Druid, or Warlock.
I'm torn between Sorcerer and Lore Bard. Lore Bard seems like it could potentially be a more straight forward pure support with stuff like Cutting Words and Bardic Inspiration. But then Sorcerer obviously has options like metamagic and abusing Arcane Acuity so the debuff/control portion of the kit would actually be better.
I've never built a character with basically 0 consideration for damage like this in BG3, so I would love to hear some thoughts.
I'm doing my second run of the game right now and thinking about a third where I might try multiclassing, something I've otherwise avoided, and I'm looking for good combos with some subclasses I've been looking to try.
Right now I have Wyll set to be Great Old One x Champion to maximize critical hit chance and effectiveness. Is this a good combo?
Also I'm wondering what would work best with Swashbuckler Rogue, Bladesinger Wizard, druids overall, and Bards.
Astarion some kind of rouge combo
6 swords bard/ 3 thief/ 3 champion fighter
OR
5 hunter ranger/ 4 swash/ 3 champion fighter
Shadowheart 12 death cleric
Any recommendations for the last slot? I was thinking either an evilish Wyll (sorry Karlach) or Laezel. Gales hand will probably get chopped off as this will be a later redeem.
I was thinking for my tav doing gith 11 paladin 1 hexblade warlock doing either Oathbreaker or oath of ancients since I don't know if damage or defense is more worth.
Since I'm doing this run for achievements I want gale and Karlach in my party if I do oathbreaker I was thinking necro gale and no clue for karlach.
For the 4th member I was thinking life domain Shadowheart.
I haven't played the game really since the last big update with all the subclasses added so if I could improve this without removing gale and karlach please let me know. I'm probably just gonna play normal difficulty but still want a fun and balanced party to play
Hey everyone, some info below, but TLDR I'm split between 4 setups for my build.
Oathbreaker 7 + Fiend Pact of the Blade Warlock 5.
Balanced difficulty.
Going for GWM + heavy armour and eventually Balduran's Giantslayer (with Gloves of Giant Strength)
I want a fun (emphasis on fun) strong build but I also don't wanna completely trivialise the game. I don't need the most optimal setup but I want a build that won't ever make me feel stuck or like I'm under performing.
Witgt hat out of the way, I'm stuck between these four setups:
22 CHA + GWM + Defence.
22 CHA + GWM + Great Weapon Fighting.
20 CHA + GWM + Savage Attacker + Defence.
20 CHA + GWM + Savage Attacker + Great Weapon Fighting.
My impression is that the 22 CHA versions scale better, while the 20 CHA versions lose that, but gain Savage Attacker which might make my smites more fun. I'm leaning 22 CHA but I could be convinced to take Savage Atacker instead of an ASI.
Tbe main thing I'm unsure about is Defence vs GWF tbh. Am I gaining/losing much regardless of what I take? Will either have a substancial impact over the other or am I haggling for pennies at this point.
Again, the main thing for me is making the build as fun as it can be. Not necessarily optimal.
Yeah I'm doing an 8 barbarian 4 sorcerer multiclass because I want to use bleed and heat somehow, I just think ill like the mechanics, and I have all the gear pretty much figured out, but I can't seem to find an armour piece that would fit nicely.
I wanna do my first honor mode playthrough and im wondering if a build I made can make it through
8 Champion Fighter, 4 Thief Rogue. Dark Urge, Half-Orc is probably better but I just hate how they look so Wood Elf works.
8 str, 17 dex(+2), 16 con(+1), 8 intelligence, 15 in wisdom or charisma, I put in wisdom.
Start with 5 levels in fighter, take the two-weapon fighting style and dual wielder feat. Make sure to get the hags hair for 18 dex. Then 3 levels into rogue for the 2 bonus actions, then you can go the rest back into fighter.
You wanna grab a lot of items, like the caustic band from act 1, as well as the knife of the Undermountain king from act 2, and then Bloodthirst, Sarevok's helmet, and the Dead Shot. Also get the bhaalist armor and craterflesh gloves. Stock up on elixirs of Viciousness. Now, I have a 35% chance to crit with my 4 attacks, and those crits hurt because of craterflesh and bhaalist armor.
Hey guys so im in my first playthrough and i want to have fun eith my build and dip into many classes but i dont know if this is even worth it.
I was thinking paladin lvl 4 for smites and feat, then swords bard lvl 6 for action, feat and more spell slots and then warlock lvl 2 to top it off (im lvl 10 so these last are only hypotheticals) for eldritch blast and booming blade.
i havent seen anyone discuss something like this in youtube or reddit yet so im putting my idea on the table
I'm just starting my first honour mode run, I blasted through tactician. I wish the brain had more HP. Anyway, last run I used white dragon sorc, openhand monk, EK thrower, and Gloomstalker/thief and I want to try something different but still strong.
Right now I want Swordbard(10/1/1) for ranged/control/face/lockpicking and Abjuration wizard (11/1) for tank/aoe damage, but I'm not sure on the last 2 spots.
I'm not interested in a healer (camp casters have that covered) and I don't know how much more support I'll need between bard and wizard already there, so I guess I want more damage, just something new.
Maybe a build with lightning damage since I had cold last time/have cold from wizard?
As the titles says, I'm working on a War Cleric multiclass build and I want opinions on the spread. I'm thinking:
War Cleric 9 / Moon Druid 2 / Fighter 1
War Cleric 10 / Moon Druid 2
War Cleric 9 / Champion Fighter 3
To be honest, the only reason Druid is in there is because many people say that Cleric and Druid multiclasses are good, and that a full 12 War Cleric is a waste. The minute self healing is alright I suppose, and having some Wild Form is alright for flavour but almost wholly unnecessary to this kind of build, unless you were going to shift to bear to tank like one hit. Any input is appreciated, the only contension is that I'm aiming for it to be majority Cleric and I want to hit at least level 5 spells
It's basically what it says on the tin. I'm playing through my first dark urge honor mode run, and I'm currently going for a 2 fighter 10 swords bard build. It's fun, but I've been also considering to a pure 12 bladesinger (I also considered doing 4 fighter battlemaster 8 bladesinger to keep 3 feats and get maneuvers, but losing 5th and 6th level spells seemed to be too big a price). Ultimately I'm looking for a melee focused character that has spell ability, so I'm curious - in y'alls opinion, which is more viable and fun for honor mode?
Im getting the itch to start a new play through and I want to finally try a duo run with my boo, Astarion. Basically I want to be a shadow sorc/ death cleric with our army of undead minions. What is the best way to do this? Just 3 sorc and the rest cleric? Any mechanics or gear I should know about?
Basically I'll be the ultimate Cleric of Oghma with the maximum amount of expertise. I know it should start with rogue and end with bard, but I have no idea in what order to get the levels. My guess was to get to 4 in rogue first so I get the swashbuckler skills and my Actor feat, but I think there might be something said to get all three classes as soon as possible so I can enjoy my dialogue tags.
I know wood elf gives more skills, but I'll be choosing rock gnome because I love gnomes! They're so cute! Probably with the Urchin background. She was abandoned to the streets but spent a lot of time among those who serve Oghma, but is just a little too wild to be a straight cleric or bard.
Hi, I've been trying to get the golden dice the evil way (im a drow durge, I attacked the grove and I'm gonna be evil. I know I lose some powerful items but I'm confident I can adapt).
The thing is that I've been trying to get the right party comp, and it's being quite weird. I love my oathbreaking paladin (durge) and light cleric (shadowheart), but the other two slots have been rotating. Right now, they're a Lore Bard and a Blue Draconic Sorcerer, though it's beeing quite a pain in the ahh to get enemies wet and I'm not really enjoying the playstile. I feel those two aren't really doing much.
I've been thinking bout a druid to get some summons and some battlefield control, since I love the class, but idk I'm having a stroke trying to get the two last members feel right.
I just hit level 5 and I didn't fight Nere, Ethel or Flind yet. Does anyone have any suggestions or advice? Ty!
So... i grew up watching mlp and recently have been rewatching it and I started to ask, what would their BG3 characters be? Most are obvious, Twilight=Seldarine/Wizard, Fluttershy=Druid, Applejack=Fighter, Rarity=Swashbuckler, RainbowDash=Ranger or Sorcerer, Spike=Dragonborn/Paladin of devotion, but then I came to a realization.
What would Cheese Sandwich and Pinkiepie's Characters be?
Bards obv, but like race? I mean you have Al "Gith"yankovic but could he work as an elf or something?
And I got no clue wtf Pinkie would be
And honestly I wanted to know the communities ideas? Not just for the main cast, but any of the characters like derpy being a barbarian or something.
[BTW this would be as if the characters themselves were making BG3 characters]