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Baldur's Gate 3: Best Bard Class Build

AnnOLeary1646253034 2025.11.08 06:05 조회 수 : 0

It might not seem like a natural fit, but dipping two levels into the Fighter class as a Cleric grants an incredibly powerful ability: Action Surge. One of the iconic abilities of the Fighter class, Action Surge is a Bonus Action that grants the caster another Action that turn.

Armour of Landfall (13 AC + DEX, Light Armour, Very Rare): Dealing with either Rolan or Lorroakan can help players acquire this gear, which can be a useful endgame armor for its +1 Spell Save DC, Advantage on CON Saves, and free access to Plant Growth (3rd-Level, Short Rest) that can serve as a free +1d4 HP heal per turn. This gear can be of use to Bards who want to secure easier hits regardless of the weapon builds, with the free HP ensuring the party's healer has less to worry about.

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.

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:

At level Six, Berserkers gain the "Mindless Rage" ability, which grants them immunity to the Charmed and Frightened status effects while raging. It also prevents the "Calm Emotions" spell from ending their rage. At level 10, they gain "Intimidating Presence," allowing them to inflict fear on a target as an action. This can be useful for neutralizing foes and rendering them more vulnerable to attacks.

The Blood of Lathander (1d6+3 Bludgeoning, Mace, Legendary): The long questline to retrieve this weapon makes it worthy of the acquisition. Not only does it give players a free 2d6 Heal upon 0 HP once per Long Rest, but it even gives players the 6th-Level Spell Sunbeam as a freebie. Having access to this Mace as early as Act 1 can give the Bard a significant edge in battles.

At this stage in a Bard’s progress as a D&D Class in Baldur’s Gate 3 gameplay, players are advised to experiment with their character’s potential to accommodate multiple roles. Based on their current playstyle, is their Bard suitable as a sub-DPS, a sub-support, or a sub-tank?

The path of Giants allows a Barbarian to channel the primal might of giants, growing in size and amplifying their strength. Initially, at third level, the Barbarian's rage becomes "Giant's Rage." This increases their size by one category when entering rage and doubles their rage bonus on throwing attacks (though a bug currently locks this bonus at +4, even at level 9 when it should be +6). They also gain the Thaumaturgy Cantrip, and the ability "Vaprak's Greed." Vaprak's Greed will increase the Barbarian's carrying capacity by a quarter.

baldur's gate 3 photo mode Gate 3 's Barbarian Class is focused on strength and durability first and foremost, with access to the highest base HP of any class alongside abilities like Rage to allow them to withstand incoming damage and dish out a ton of damage themselves. Each of the Barbarian's subclasses are focused on how they fight and any additional power sources that fuel their rage. The Berserker replaces Rage with Frenzy for greater offensive benefits, the Wildheart takes primal animal aspects to gain additional powers while raging, and the Wild Magic Barbarian wields chaotic magic to strengthen their rage and fortify their body. Barbarians choose their subclass when they reach level three.

The best Cleric companions in BG3 are Lae'Zel as your melee bruiser, Gale as your ranged damage-dealer, and Astarion as a versatile blend of melee and Stealth maneuvers. Though you can change the class and specialization of any of your companions, these three come with strong pre-determined class and spec combos to balance out your Cleric party composition.

Baldur's Gate 3 allows players to further customize their character via a subclass, selected either at character creation, at level 2 or at level 3, depending on the class. Warlocks choose their subclass during character creation since their subclass indicates what kind of being they made a pact with in exchange for their power. Be it a Fiend, Archfey, or Great Old One, their powers are sourced from dangerous creatures with ulterior motives.

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.

The Conjuration School is arguably better as a multiclassing dip than it is as a standalone class, with Tempest Clerics and Storm Sorcerers both getting a lot of utility out of the ability to create water without spending a spell slot. This is especially true when making use of lightning charge equipment, with The Watersparkers performing exceptionally here. Players should grab The Sparkswall ring too so that the electrified puddles they create can't cause damage to them.

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