Baldur s Gate 3: Best Wizard Class Build

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For weapons, players could choose from a myriad of excellent weapons found throughout the game, though the most thematically appropriate of the bunch is the Devotee's Mace. This can be obtained by using Divine Intervention at level 10 and selecting "Arm Thy Servant," though since Divine Intervention can only be used once per character per playthrough players should consider this carefully before committing to it. Players using this mace could take advantage of its Radiant damage using the gear mentioned in the Light Domain section too.

For weapons, Battle Masters can easily make use of Balduran's Giantslayer, allowing them to add double their strength to their damage rolls and giving them advantage on attack rolls against large, huge, or gargantuan creatures. It also allows you to grow to giant size, boosting your damage and giving you a pool of 27 temporary hit points to soak up damage. Giant Form also gives the user advantage on Strength checks and saving throws. Githyanki characters can alternatively use the Silver Sword of the Astral Plane, unleashing psychic damage and stunning enemies while also gaining advantage on Intelligence, Wisdom, and Charisma Saving Throws. It also provides resistance to psychic damage and immunity to charm effects, which proves useful throughout Act 3.

At level six the Wizard gains "Potent Cantrip," causing creatures targeted with cantrips to take half damage even if they succeed their saving throw against the cantrip. This can be helpful for dealing reliable damage with cantrips. Finally, level ten Evocation Wizards gain "Empowered Evocation," allowing them to add their intelligence modifier to damage rolls with any evocation spells. This extra damage can make a huge difference, and solidifies the Evocation Wizard's role as a weapon of mass destruction.

Updated April 6, 2025 by Erik Petrovich : Patch 8 for baldur's gate 3 combat tips 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.

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.

At eleventh level, you gain Mighty Swarm, which increases the bonus damage from the Swarm's damage effect to 1d8 of the appropriate damage type. It also boosts your AC by 2 for a turn after using the teleport ability, and adds extra effects to the utility ability as shown in the table below:

If you are dead set on including a character in your party, simply talk to Withers to respec them to one of the optimal Wizard 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.

Depending on your choice of Arcane Shots, you could also make use of the Psychic Damage equipment (like the Braindrain Gloves and Boots of Psionic Movement), or the Sparkstruck Set (like The Speedy Lightfeet, Jolty Vest, and Sparkswall) to great effect. Poison damage equipment also deserves a mention here, though the sheer amount of poison-resistant foes makes it impractical.

The improved Mage Hand at Level 1 is a strict upgrade over the default Mage Hand, and it saves a level 1 spell slot. At Level 5, Githyanki gain Misty Step, a normally level 3 spell that can be incredibly valuable for this Spell Slot-starved class.

They gain one new spell at level four and then get one more at level seven. They also gain two second-level spells at level seven, further strengthening their spellcasting and offering them access to more potent spells. Level seven is also where Eldritch Knights get "War Magic," allowing them to cast a cantrip and then make a melee attack as a bonus action.

Clerics of the Life Domain are likely what many players first think of when they hear the word "Cleric", wielding powerful restorative and curative abilities to keep their allies alive and in the fight. At level 1 they gain heavy armor proficiency to help keep them alive, and also gain "Disciple of Life." This ability causes all healing spells they cast to heal an extra 2+Spell Level HP. For example, this means a level 1 Cure Wounds spell would heal an extra 3HP.

Also, Sages tend to trigger Inspiration from typical Wizard activities, like learning new spells, uncovering lost tomes, and otherwise engaging with the mystical forces of the Weave and other forms of magic.