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<br>At fifth level, Giant Barbarians gain access to Boot of the Giants, allowing them to spend a bonus action to kick a target away. This is a contested Athletics check, just like the shove action, but you can use Boot of the Giants to push enemies that are up to twice the weight you'd be able to shove. You'll also deal your unarmed damage to the target when using Boot of the Giants, which can be enhanced by Tavern Brawler, Martial Arts from Monk, and items like the Gloves of Crushing.<br><br>Wildheart Barbarians can use their choice of Bestial Heart and Animal Aspects to specialize in a variety of different ways. A Bear Heart is well suited to tanking and can make good use of the Bonespike set, further enhancing their own defenses while gaining some offensive utility. Elk and Tiger Heart are more suited to dishing out damage and can make good use of the Wrath set.<br><br>Wild Magic Barbarians channel Wild Magic when they enter a rage, causing a Wild Magic surge similar to the one some Sorcerers can cause when casting spells. They also get the ability "Magic Awareness," which lets them use a bonus action to allow themselves and allies within 3m to add their proficiency bonus to saving throws against spells.<br><br>Sorcerers can choose two skills from a list of six, but depending on the background you choose, one will not be an option (as it will already be taken). The Noble background gives proficiency on History and Persuasion, which removes one choice from the Sorcerer's relatively brief list of six skill proficiencies.<br><br> <br>At its core, Ring Mail Armour +2 offers 16 AC. This is leagues behind the other stronger Heavy Armour on the list, but it remains the highest-AC offering among lower-tier Heavy Armour that tanks and melee specialists may encounter in the mid-g<br><br>Paladins of the Oath of the Crown swear themselves to the ideals of Civilization, of Law and Order. Oath of the Crown Paladins will violate their oath if they break their word, take unlawful actions, or torture people. At first level, they get the Channel Oath ability "Righteous Clarity", which can be used to give a target a bonus to their attack rolls equal to the target's proficiency bonus. While this doesn't sound too crazy, it can be a very effective and efficient way of improving an ally's chance to hit.<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>Another good option is the Luminous Set, consisting of the Luminous Armor, Luminous Gloves and Coruscation Ring. When paired with a certain mace we'll discuss later, this can make it even harder for enemies to hit you by reducing their attack rolls.<br><br>While the Blood of Lathander remains an ideal weapon for the Devotion Paladin, this is a good time to pick up a better shield. Viconia's Walking Fortress, a legendary shield wielded by Viconia DeVir during the quest "Daughter of Darkness", is a truly stunning option for a tanky Paladin. It grants advantage on all saving throws against spells, gives all spell attack rolls against you disadvantage, and allows you to blast enemies who strike you back with a wave of force. On top of all this, it also allows you to cast Warding Bond once per long rest and the unique "Reflective Shell" once per short rest. Reflective Shell returns all projectiles to their point of origin for 2 turns, and is activated as a bonus action.<br><br>This section covers the best equipment for Battle Master Fighters 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>Going back on their word or engaging in cruelty will cause a Paladin who swore the Oath of Devotion to become an Oathbreaker. This makes it an especially tricky subclass to maintain when playing as the "Dark Urge" origin, whose bloodthirst is hard to control and can lead to accidents. Another early example of somewhere this Oath can be broken is during the encounter with Damays and Nemissa in Act One, with Lae'zel in a cage, as choosing to attack Damays and Nemissa will immediately break the Oath of Devotion​​​​​​.<br><br> <br>Updated on March 22, 2025, by Rhenn Taguiam: With Larian Studios letting go of their involvement with Dungeons & Dragons titles, it’s once again up to Hasbro to take the charge in figuring out what exactly they should do with the beloved Baldur’s [https://www.baldursgate3fans.com/ baldur's gate 3 Updates] 3 and the hit TTRPG franchise. Thankfully, players eagerly awaiting the company’s decision about their IP can still enjoy a complete experience with Baldur’s Gate 3, especially when a straightforward tank can offer a less complicated experience by focusing more on keeping the party alive rather than theatrics. With this in mind, players who are starting a new playthrough as a tank or leaning towards a vanguard-type character will need to equip their characters with the appropriate Heavy Armour. Thankfully, the Armour found in the beginning stages of the game are decent enough to ensure that the tank can keep the rest of the party al<br>
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<br>Constitution 16 (+3): As the game’s primary determinant of Hit Points, Constitution should become paramount for the support-based Bard. CON should be equal to or as close to CHA as possible regarding stat distribution.<br><br>The Linebreaker Boots or Boots of Speed work well early on, and you can replace them with the Bonespike Boots, Helldusk Boots, or Disintegrating Night Walkers later on. The Gloves of Hail of Thorns can give you an extra multi-targetting attack early on, though as you continue you'll wanna replace them with the Flawed Helldusk Gloves, and then either the Bonespike Gloves or the Helldusk Gloves after reaching Act [https://www.baldursgate3fans.com/ Baldur's Gate 3 Endings].<br><br>Since the Enchantment School's best ability, Split Enchantment, is acquired at level 10, there isn't a lot of room for Multiclassing. That said, a dip into Fighter for Action Surge and armor proficiency or Dragon Sorcerer for better AC is always helpful. When it comes to equipping an Enchanter, there isn't much gear that is specifically useful to just this subclass, so consult the general equipment section at the bottom of this guide for advice.<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>These Maneuvers allow the Fighter to control the battlefield and aid their allies while pressing the attack. On reaching level seven, the Battle Master gains one more Superiority Dice, allowing them to use more Maneuvers per short rest, and also gains two more maneuvers from the above list.<br><br>At level 3, Duergar get the ability to Enlarge themselves, altering their Strength stat and direct weapon damage. At Level 5, Duergar gain the ability to cast Invisibility as a racial ability. However, unlike many limited-use abilities, Duergar can cast Invisibility on themselves at will when out of combat, though it can only be used once per long rest in combat.<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>Though Sorcerers might think they should stay away from combat, a Draconic Bloodline Sorcerer performs just as well up close as they do at a range. Their higher AC and HP compared to other casters is really noticeable, and the class' use of Metamagic skills to amplify the effects of their spellcasting just makes close-range and AoE spells hit more often, or hit harder.<br><br> <br>The Dragon Age series is one of BioWare's biggest franchises that has gone on to help the studio become a household name. The first game is touted by many as one of the best Western RPGs of all time, while the second game does have its fair share of fans, even if its attempts to cater to a casual player base didn't resonate with the series' fans. Thankfully, BioWare learned their mistake and decided to make Dragon Age: Inquisition bigger and grander than ever bef<br><br>The Life Domain Cleric isn't the most powerful Cleric build when it comes to raw damage output. But when one considers the breadth of buffs and support skills available to this subclass , it's easy to see its benefits and its ability to get a party to get through otherwise overwhelming foes, where extra damage wouldn't help.<br><br>The build is notably proficient in Heavy Armor, a proficiency granted by the Life Domain subclass itself. It also has several Cantrips that keep allies alive and enemies weak when their relatively limited spell slots are expended – but their Domain Spells are always prepared, leaving room for other spells to diversify options.<br><br>Unlike Dragonborn, Sorcerers under the Draconic Bloodline don't get a Breath-type spell based on the color chosen. Instead, Draconic Sorcerers get a spell related to their color – in the case of this best Sorcerer build, players can expect to cast a cone of fire or a puddle of Grease. Those are far from the only great spells Sorcerers have in BG3 , though.<br><br>Adamantine Scale Mail (16 AC + DEX, Medium Armour, Very Rare): Securing this gear at the Grymforge may give players Disadvantage on Stealth, but it's a worthwhile trade-off against never taking Crits, persisting -1 Damage Taken, and giving Reeling against melee attackers. Getting 18 AC out of a Medium Armour as a Bard in the Underdark before going to the Mountain Pass can give them quite the edge against tougher foes.<br>

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Constitution 16 (+3): As the game’s primary determinant of Hit Points, Constitution should become paramount for the support-based Bard. CON should be equal to or as close to CHA as possible regarding stat distribution.

The Linebreaker Boots or Boots of Speed work well early on, and you can replace them with the Bonespike Boots, Helldusk Boots, or Disintegrating Night Walkers later on. The Gloves of Hail of Thorns can give you an extra multi-targetting attack early on, though as you continue you'll wanna replace them with the Flawed Helldusk Gloves, and then either the Bonespike Gloves or the Helldusk Gloves after reaching Act Baldur's Gate 3 Endings.

Since the Enchantment School's best ability, Split Enchantment, is acquired at level 10, there isn't a lot of room for Multiclassing. That said, a dip into Fighter for Action Surge and armor proficiency or Dragon Sorcerer for better AC is always helpful. When it comes to equipping an Enchanter, there isn't much gear that is specifically useful to just this subclass, so consult the general equipment section at the bottom of this guide for advice.

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.

These Maneuvers allow the Fighter to control the battlefield and aid their allies while pressing the attack. On reaching level seven, the Battle Master gains one more Superiority Dice, allowing them to use more Maneuvers per short rest, and also gains two more maneuvers from the above list.

At level 3, Duergar get the ability to Enlarge themselves, altering their Strength stat and direct weapon damage. At Level 5, Duergar gain the ability to cast Invisibility as a racial ability. However, unlike many limited-use abilities, Duergar can cast Invisibility on themselves at will when out of combat, though it can only be used once per long rest in combat.

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.

Though Sorcerers might think they should stay away from combat, a Draconic Bloodline Sorcerer performs just as well up close as they do at a range. Their higher AC and HP compared to other casters is really noticeable, and the class' use of Metamagic skills to amplify the effects of their spellcasting just makes close-range and AoE spells hit more often, or hit harder.


The Dragon Age series is one of BioWare's biggest franchises that has gone on to help the studio become a household name. The first game is touted by many as one of the best Western RPGs of all time, while the second game does have its fair share of fans, even if its attempts to cater to a casual player base didn't resonate with the series' fans. Thankfully, BioWare learned their mistake and decided to make Dragon Age: Inquisition bigger and grander than ever bef

The Life Domain Cleric isn't the most powerful Cleric build when it comes to raw damage output. But when one considers the breadth of buffs and support skills available to this subclass , it's easy to see its benefits and its ability to get a party to get through otherwise overwhelming foes, where extra damage wouldn't help.

The build is notably proficient in Heavy Armor, a proficiency granted by the Life Domain subclass itself. It also has several Cantrips that keep allies alive and enemies weak when their relatively limited spell slots are expended – but their Domain Spells are always prepared, leaving room for other spells to diversify options.

Unlike Dragonborn, Sorcerers under the Draconic Bloodline don't get a Breath-type spell based on the color chosen. Instead, Draconic Sorcerers get a spell related to their color – in the case of this best Sorcerer build, players can expect to cast a cone of fire or a puddle of Grease. Those are far from the only great spells Sorcerers have in BG3 , though.

Adamantine Scale Mail (16 AC + DEX, Medium Armour, Very Rare): Securing this gear at the Grymforge may give players Disadvantage on Stealth, but it's a worthwhile trade-off against never taking Crits, persisting -1 Damage Taken, and giving Reeling against melee attackers. Getting 18 AC out of a Medium Armour as a Bard in the Underdark before going to the Mountain Pass can give them quite the edge against tougher foes.