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Gloom Stalkers are ambush specialists and gain abilities as they level up to aid in exactly that. At level three, they get the abilities "Dread Ambusher," "Dread Ambusher: Hide," "Umbral Shroud," and "Superior Darkvision." The first of these allows them a +3 bonus to initiative rolls while also letting them move 3m further and deal an extra 1d8 damage on the first turn of combat.

At level six, Abjuration Wizards get the ability "Projected Ward," which allows them to spend points from their Arcane Ward to reduce the damage a nearby ally takes from an attack. At level 10, Abjuration Wizards get "Improved Abjuration," which allows them to increase the potency of their arcane ward when they take a short rest. After a short rest, their Arcane Ward's intensity is increased by an amount equal to their Wizard level. This can give them a decent amount of extra HP to work with when protecting themselves and their allies.

To help with their spellcasting, players should also grab the Protecty Sparkswall clothes during Act 1 at Grymforge, which provides +1 to Spell Save DC and boosts their defence while they have lightning charges. For similar reasons, players should consider grabbing the Birthright Helmet and Quickspell Gloves during Act 3, which grant +2 to Charisma and the ability to cast spells as a bonus action (once per short rest) respectively.

Baldur's Gate 3 features a huge number of classic Dungeons and Dragons classes pulled right from the Fifth Edition of the tabletop RPG. Because it draws such heavy inspiration from D&D , some of the best builds in BG3 happen to also be the Best Monk gear bg3 builds players are already familiar with, including the Thief Rogue.

Though many classes have a lot of leveling choices, as a melee class, this BG3 Rogue build doesn't rely on spells and, as a result, a lot of levels don't give you anything to choose from. Though Rogues get plenty of new abilities through their subclass and class features, these are automatically unlocked for your character.

At level seven, they add "Fire Shield" and "Wall of Fire" to their list of possible spells, giving them additional defensive options and the ability to create hazardous obstacles for their foes. At level nine, "Cone of Cold" and "Flame Strike" become available, giving them powerful cold and radiant damage options.

ArtStation - God BaldurAt 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 Duergar are a great choice for classes that need to remain defensive while staying mobile in combat. Though the Rogue gains the ability to go invisible at Level 9 with Supreme Sneak, the Duergar gain the ability to turn invisible from Level 5 once per long rest, granting Rogues this powerful skill far earlier than most will normally get it.

The Beast Master subclass gains the ability "Summon Companion," allowing them to call forth a number of different animal companions to aid them in combat. These animal companions are considerably stronger than those summoned by the "Find Familiar" spell. All Companions have the "Prey's Scent" ability, which causes them to deal 1d6 extra damage to a creature marked by the Beast Master's "Hunter's Mark" spell.

The best background for Rogues in BG3 in general is the Urchin background. It grants proficiency in Sleight of Hand and Stealth, two skills which Rogues regularly use, and will trigger moments of Inspiration when doing typical Rogue shenanigans, like unlocking heavily locked treasures, sneaking into areas, and performing stealthy maneuvers in and out of combat.

At level six, Illusion Wizards can "See Invisibility" as an action. This allows them to see invisible foes and has a decent chance of revealing them to allies, too (unless they succeed the Dexterity Saving Throw). Level 10 Illusion Wizards get "Illusory Self," allowing them to create an Illusory Double as a reaction to take a hit for them. This causes the incoming attack to automatically miss, and the double is instantly destroyed. This can only be used once per short rest.

As mentioned briefly in the previous section, Rangers can get hold of the exceptional scimitar "Belm" in Act 3. This can be found in Jaheira's Basement, under Elerrathin's Home in the Lower City. Belm is a legendary scimitar that can perform Whirlwind Attack, making an attack against all enemies within range, as an action once per short rest. The wielder can also perform an extra attack as a bonus action, which calculates its attack and damage modifier using the stats of the weapon in the wielder's main hand. This makes it tremendously powerful when used in conjunction with a main-hand weapon that deals more damage, like Phalar Aluve or Larethian's Wrath. If focusing on strength over dexterity but still using the dual-wielder feat, you could use the Nylruna trident (obtained by winning the jackpot from Akabi at the carnival, getting teleported to the jungle, and then picking the lock on the chest near the portal back to the Carnival) or Voss' Silver Sword (stolen from Kithrak Voss via pickpocketing or murder) in the main hand to great effect. The aforementioned trident is also excellent for adding some range to a Strength-focused Ranger Build.

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