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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.

If you're aiming for a ranged Ranger build, you'll want to pick up some of the powerful ranged weapons the game has to offer. Early on, your best longbow options are the Spellthief, Joltshooter, or Titanstring Bow (the latter is only useful if you have high strength too, but it can deal incredible damage if you do.) Your best early shortbow options are the Hunting Shortbow, Bow of the Banshee, or Darkfire Shortbow.

Bards boasting high Charisma make them ideal for Multiclassing into other Charisma-based Classes . Thankfully, this stat benefit also plays into the flavor of Bards being traveling performers, as their misadventures could lead them to start their Multiclass routes. Approaches to the Bard may depend on the Class chosen, but some examples include:

However, if the Arcane lifestyle doesn't feel right for you, the Guild Artisan arguably offers the best gameplay improvements for Wizards. The Guild Artisan background grants proficiency in Insight and Persuasion, the latter of which Wizards don't usually have access to on character creation.

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 Circle of the Moon Druid also gains access to more powerful Wildshape forms faster than other subclasses, gaining the Deep Rothe form at level 3 rather than level 4, for example. They also gain some Wildshape forms that the other subclasses do not have access to, like the Dire Raven (level 3).


Out-Of-Combat Mechanics How To Use The Traveller's Chest How to Get Inspiration Guide to Resting What's the Max Level Cap? Wares, Explained How To Save How To Leave Camp How To Manage Encumbrance Guide to Multiclassing How To Get Through Noxious Fumes How To Reduce Trade Prices How To Reduce Trade Prices All Creature Sizes (& How They Affect Skills) Ways To Cure Poison How to Improve Good Dice Roll Chances How to Improve Good Dice Roll Chances Complete Alchemy G


The Shadow Magic Sorcerer draws on the dark power of the Shadowfell to manipulate shadows to their advantage. Initially, this grants them 24m/80ft of Darkvision and the Strength of the Grave ability. This ability will trigger when your hit points are reduced to zero, restoring 1 hit point and preventing you from becoming downed. This only triggers once per long r

In terms of equipment, Bladesinging Wizards will benefit greatly from items like the Ring of Arcane Synergy, the Ring of Elemental Infusion, and the Necklace of Elemental Augmentation. Arcane Synergy stacks will empower their melee attacks after they use spells, while the elemental damage they deal with spells will buff their weapon, and adding their Intelligence modifier to elemental spell damage is tremendously useful. The Vivacious Cloak or Cloak of Displacement both serve as excellent defensive options, further reinforcing the Wizard's defenses. The Gloves of Battlemage's Power are also an excellent option for building up stacks of Arcane Synergy via spells like Booming Blade, or attacks made with the Shadow Blade (created by the spell of the same name).

Combat Inspiration : An upgraded form of Bardic Inspiration, the affected creature can now add the +1d6 bonus to their Damage Roll or use it to get +4 AC against one attack, allowing them to bolster the attack power or defensive capabilities of their allies.

Being one of the most versatile Classes in Dungeons & Dragons , it makes sense for players enjoying their Baldur’s Baldur's Gate 3 Classes Guide 3 playthroughs to want to try expanding their initial Bard setups. In situations where a Bard needs to pack more combat or utility options, Multiclassing them seems an ideal route to maximize their efficiency. In this regard, ideal Multiclass options include:

Drow: Although relatively unknown due to their lives underground, the Drow are infamously known for worshipping Lolth. However, this is only true for their Lolth-Sworn variants, as Seladrine Drows hope to break away from their association with the dark deity. As Drow, players gain Fey Ancestry, which gives them an Advantage when saving against being Charmed and immunity to sleep, alongside Superior Darkvision (see in the dark within 24m). Even without light, their Dancing Lights (Evocation Cantrip) can illuminate a 12m-radius area. Most importantly, they also gain Proficiency (Rapier, Shortsword, Hand Crossbow). Thanks to proficiency in D&D Versatile Weapons alone, the Drow is ideal for maximizing a Bard’s potential arsenal.

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