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Baldur's Gate 3: Every Druid Subclass, Ranked

MadgeWilloughby 2025.11.08 15:01 조회 수 : 0

At level five, the Wizard gains an extra Bladesong use per long rest, going from two to three. Then, level 6 Bladesinging Wizards receive Extra Attack, allowing them to attack twice with their weapon of choice. At level nine, the Wizard gets one more Bladesong use per long rest, bringing their total uses per long rest to four. Finally, at level ten, they get Song of Defense, allowing them to spend a spell slot to reduce incoming damage by five multiplied by the level of the spell slot. This can be used to reduce or even nullify incoming damage.

class=The Thief Rogue build is based on the Thief subclass that grants an additional Bonus Action in combat, which is ridiculously useful for getting into and out of stealth . Considering how completely busted Stealth is in Baldur's Gate 3 , even with the chances from Early Access, Thief Rogues are sure to dominate damage-wise.

This table displays recommended BG3 Druid build choices for every level, including recommended spells you should add to your Spellbook at each level. These spells synergize well with the BG3 Circle of the Moon Druid build, including several offensive and defensive abilities, a handful of conjurable summons, and direct support spells to heal and buff allies.


Paladin Class Guides Baldur's Gate 3: Best Paladin Class Build Every Paladin Subclass, Ranked Why You Should Play a Paladin in Baldur's Gate 3 How to Become an Oathbreaker Paladin How to Become an Oathbreaker Pal

Goolocks also get the spell options "Dissonant Whispers" and "Tasha's Hideous Laughter" at level 1. The former allows them to inflict psychic damage and frighten a foe, while the latter can leave a foe helplessly laughing on the ground for up to ten rounds. They gain the spells "Detect Thoughts" and "Phantasmal Force" at level three, allowing them to read minds without relying on the Mindflayer Tadpole and inflict psychic damage whose damage type changes to match the last attack that hit the target and occurs every turn for ten turns. At level five, they can get "Bestow Curse" and "Slow," which offer them a huge range of debuff options for dealing with strong foes.


When players reach the Gauntlet of Shar in Act 2 , they can search for a Gilded Chest to acquire the Least Expected . This is a Shortbow with the Darkwell Precision effect, which essentially gives wielders +1d4 Damage to Ranged Weapon Attacks when obscured by shadows. Another interesting addition from this weapon is its Blinding Shot Action, which has a chance of Blinding a tar


Created by the Goblin shaman Kirruk Redrats to fight their sworn enemies among the Dwarves and Gnomes, the Blightbringer is built specifically to kill the aforementioned creatures among the enemy ranks. Sold by Entharl Danthelon in Wyrm’s Crossing, long-ranged combatants who wield this Bow can get +1d4 Attack and Damage when fighting Gnomes and Dwarves (Blightbringer). Not only that, but landing a Critical Hit will also Slow down the target (Prey Decelerator), making this extremely potent at the hands of builds that specialize on scoring cr

The Barbarian class has the ability to enter a Rage with a bonus action, granting the ability to use an extra attack with a bonus action on subsequent turns – the effect ends if players don't take or deal damage on a turn.

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.

A Wizard needs a good staff (or two, thanks to the dual-wielder feat), so players should pick up the Spellsparkler in Act 1 at Waukeen's Rest (Rescue Councilor Florrick and choose it as the reward) to boost their spell damage with lightning charges. Next, players should make a trip to the Underdark to purchase Melf's First Staff from Blurg. Along with providing a free cast of Melf's Acid Arrow once per long rest, it also gives a +1 bonus to spell save DC and spell attack rolls, making it easier to hit enemies with spells and making those spells harder to resist. The Staff Of Arcane Blessing (In the Arcane Tower's Basement) provides its wielder with the ability to cast Bless once per long rest, adding the "Mystra's Blessing" buff to anyone affected by the spell to make it even more effective. Players could also spend the time to assemble the Mourning Frost Staff in the Underdark to make all ice damage spells more effective.

Overall, the Hexblade Warlock is easily the best option for a Warlock focusing on melee combat, especially when paired with the Pact of the Blade to gain extra attacks at level 5. Their ability to utilise several useful combat spells, like Wrathful Smite, Shield, and elemental throwing mechanics Weapon, along with their ability to wear medium armour and use shields, makes them uniquely suited to fighting on the front lines. Their lower health pool when compared to most melee classes is offset by their Spectres, who can help to draw some attention off them, and their access to defensive spells like Blink and the aforementioned shield.

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