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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 Walkthrough Gate 3 .
Players hoping to minmax their Bladesinging Wizard build should probably visit the Mirror of Loss during Act 3 , found in the Cloister of Sombre Embrace. This provides +2 to a stat, in exchange for reducing another stat by 2. Using this, it becomes possible to get both dexterity and intelligence to 20, which makes a Bladesinging Wizard much more potent. Until you reach Act 3, we recommend getting Dexterity to 18 and wearing the Graceful Cloth robe, purchased from Lady Esther on the Rosymorn Monastery Trail in Act 1. Use this robe to raise your Dexterity to 20 until you can get to the Mirror of Loss in Act 3. If you want the stat you lost back, you can have a party member cast Remove Curse on you to get it back without losing the bonus.
At fifth level, Swarmkeeper Rangers gain the Web spell, which is always prepared. At seventh level, the Swarmkeeper gains three charges of Writhing Currents per long rest, which can be spent along with a bonus action to fly 9m/30ft and gain immunity to surface effects. They gain an extra Writhing Currents charge at ninth level, along with the Gaseous Form spell, which is always prepared.
In terms of multiclassing, the Swarmkeeper Ranger pairs very well with Thief or Assassin Rogues , the former being particularly useful in a dual-wielding build while the latter performs better if you're using a ranged weapon. A few fighter levels for Action Surge and Second Wind can also be very strong on any Ranger.
Wizards who choose the School of Abjuration get "Abjuration Savant" and "Arcane Ward" at second level. The former allows them to scribe Abjuration Spells into their spellbook for 25gp per spell level instead of 50gp per spell level, while the latter gives the Wizard a shield whenever they cast an abjuration spell of level 1 or higher. The Ward gains charges equal to half the spell's level, rounded up, and can hold charges equal to twice the Wizard's level. At level 3, this means the Wizard can have six charges at once. When the Wizard takes damage with a Ward active, the damage is reduced by the number of charges, and then the Ward loses one charge. The ward resets to a number of charges equal to the Wizard's level on each long rest.
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When it comes to specialized equipment, players should seek out the Staff of Cherished Necromancy in Act 3. This powerful staff gives all creatures disadvantage on saving throws against the wielder's necromancy spells, while also harvesting "Life Essence" from any creature killed with a necromancy spell cast by its wielder. Life essence can then be spent to cast a Necromancy Spell of any level without spending a spell slot, which is incredibly powerful. This staff is dropped by Mystic Carrion in Philgrave's Mansion.
Players who want to channel the power of the stars above, wielding radiant magic and cosmic omens, should select the Circle of the Stars as their subclass. This subclass initially grants access to Starry Form, a new use of Wild Shape that allows the Druid to embody one of three constellations. Starry Form: Archer allows them to fire Radiant Arrows as a bonus action, Starry Form: Chalice allows them to heal themselves or a target within 9m/30ft for free after casting a spell, and Starry Form: Dragon turns any roll below 10 on a concentration check into a 10 and allows the Druid to use Dazzling Breath as a bonus action to deal radiant damage in a cone.
At level six, Enchantment Wizards gain "Instinctive Charm." This allows them to charm an attacker as a reaction, causing that attacker to attack another target using their reaction if possible. This can be amazing for keeping foes from targeting the Wizard. Level ten has Enchantment Wizards gain the ability "Split Enchantment." This allows their single-target Enchantment spells to target one additional creature, which can be immensely helpful for crowd control and manipulating foes.
The Circle of Spores Druid has a tremendous amount of synergy with the Necromancy School available to Wizards, and taking six levels of Wizard will allow them to create a much greater range of undead minions to aid them in battle. This has the added benefit of granting them access to the entire Wizard spell list thanks to both classes being full casters, though a character will need to invest in intelligence to make full use of the Wizard spells. The Circle of Spores also synergizes well with the Monk, allowing players to brawl in melee and improve their AC using their Wisdom, which will already be pretty high since it's the Druid's spellcasting stat. Fighter and Ranger are both excellent multiclass choices too, offering Extra Attack at level 5 to dish out more Necrotic Damage while using Symbiotic Entity. Ranger synergizes slightly better due to also providing additional spell slots. (Rangers are half-casters so half of the Ranger Level, rounded down, is added to the effective caster level when multiclassing.)