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Baldur's Gate 3: Best Rogue Class Build

OctavioTriplett91 2025.11.08 08:29 조회 수 : 0

Players add their Dexterity and Charisma Proficiency Bonuses to their Saving Throws, making Bards more capable of dodging deadly attacks (Acrobatics) or even resisting truth-telling Zone of Truth Spells.



Proficiency, Light Armor

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.

Karlach : Best suited for the Berserker subclass, Karlach is capable of dealing some of the most consistent, highest-hitting melee attacks on her own, and with two supports you won't be at a loss for HP or dispels

The max level in Baldur's Gate 3 dye system Gate 3 is Level 12, and most of the time, each level you gain will grant something new for your Wizard build. In character creation, you gain the basics for the Wizard class, then steadily gain Feat Choices, new spells and abilities, subclass features, and increase your Proficiency Bonus.

Level six Light Domain Clerics get the ability "Improved Warding Flare," allowing them to use their reaction to impose disadvantage on an enemy attacking an ally. This should never be overlooked as it can drastically improve the party's odds in a fight and protect them from especially dangerous attacks.

This section covers the best equipment for Thief Rogues 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.

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.

The Ranger subclasses in Baldur's Gate 3 allow the Ranger to gain additional abilities inspired by the Ranger's core concept as a Scout that hunts dangerous foes and has a deep understanding of the natural world. The Beast Master subclass allows them to acquire an Animal Companion to aid them in battle, the Hunter chooses a specialization to aid them in taking down their chosen foes, and the Gloom Stalker learns to steel their mind against mind-altering effects and strike at their foes from the shadows. Rangers select their subclass at level Three.

The next piece of the puzzle is inside the Gauntlet of Shar, in the form of the Callous Glow Ring. This Ring can be found in the Vault Room, where Balthazar is found, and will cause attacks against illuminated targets to deal two extra radiant damage. This is a small but effective boost that will allow attacks that don't usually deal Radiant Damage to trigger the Luminous Armor and Gloves.

The Ring of Mental Inhibition is a great addition to your gear as a Swarmkeeper too. It'll apply mental fatigue on your enemy whenever they fail a saving throw, which makes them worse at Wisdom, Intelligence, and Charisma saving throws until they fail one. Failing deals psychic damage to them and removes all stacks of mental fatigue. By pairing this with the Braindrain Gloves, the Strange Conduit Ring, and either the Sword of Screams or Voss' Silver Sword, you can dish out a decent amount of damage. If you're playing as a Githyanki, you can also make use of the Psionic Ward Armour and Boots of Psionic Movement to further empower this setup. The main downside to this is that there aren't many ways for Rangers to force Wisdom, Intelligence, or Charisma saving throws, so you'll need to rely on other members of your party to detonate the mental fatigue stacks.

Respec Journey: Ending up with a Bard/Ranger Multiclass during a Baldur’s Gate 3 run requires patience due to the inherent weakness of this combo’s base DPS. It’s usually ideal to first respec into Fighter with the Archery Fighting Style for additional combat potential.

One excellent Act 3 option would be the full Bhaalist set, especially the Bhaalist Armor and its ability to make nearby foes vulnerable to piercing, which pairs well with the piercing damage inflicted by the Legion of Bees.

At second level, Death Domain Clerics gain Channel Divinity: Touch of Death, which allows them to spend a Channel Divinity Charge after striking an enemy with a melee attack to deal Necrotic Damage to the target. This will deal 5+2xCleric Level Necrotic Damage. At third level, Blindness and Ray of Enfeeblement are gained as Domain Spells, while fifth level adds Animate Dead and Vampiric Touch. Sixth level is where you'll get Inescapable Destruction , allowing your necrotic damage to ignore enemy resistance and making it useful against even more foes.Baldur

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