At the character creation screen and again at Level 6, Rogues get to choose two extra skills to gain Expertise in, for a total of four. Expertise is a little bit different than just being Proficient in a skill.
At level six, a Goolock gains the ability "Entropic Ward," allowing them to impose a disadvantage on an incoming attack as a reaction. Should that attack miss, they then gain an advantage on their next attack against the failed attacker. This can be used once per short rest.
Players looking for the best ranged weapons in Baldur’s Gate 3 don’t necessarily need complicated armaments to accomplish their needs, especially when the Hand Crossbow +2 can achieve a damage output close to the performance of regular Cantrips with unique Weapon Actions. Acquired from a wall vault inside Lady Jannath’s Estate, the Hand Crossbow +2 can be the perfect companion for a Spellcaster who wants an actual weapon they can rely on or a perfectly-functional ranged armament for the long-distance combat
At Level 1, the best two Expertise choices are Stealth and Persuasion, as these play well into the Rogue's strengths in sneaky combat and dialogue checks. Later down the line, players can pick up Insight and Sleight of Hand at Level 6, though players who don't do much pickpocketing may find that Deception is a more useful skill to gain Expertise in here.
Baldur's Gate 3 can be a tough game for someone new to the series, or new to CRPG Dungeons and Dragons -like games in general. A well-balanced party composition should have some kind of support class, which the Cleric happens to excel at . The best Cleric builds aren't necessarily those that deal the most damage, but those that make full use of this class' unique quirks.
In Act 1 , which typically brings players up to around Level 5 , you will be able to choose your Warlock Subclass (Great Old One), pick up your first set of three Cantrips (don't forget Eldritch Blast), learn a few basic Warlock spells, and pick up your first two Eldritch Invocations.
At level one, they also have the additional spell options "Faerie Fire" and "Sleep," allowing them to outline targets to grant advantage or just put their enemies to sleep. At level three, they can also choose "Phantasmal Force" and "Calm Emotions," letting them deal repeating psychic damage that will shift damage type to match the last attack that hit the target and allow them to immunize themselves and their allies from being charmed or frightened. Level five adds the options of "Plant Growth" and "Blink," letting them create difficult terrain and flicker out of reality after their turn to evade attacks (sometimes Fey Magic is fickle.)
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.
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.
Where multiclassing is concerned, Warlock pairs excellently with the other Charisma Caster classes: Paladin, Bard, and Sorcerer. A Paladin with Pact of the Blade can dump their strength stat entirely and focus on Charisma, gaining better spellcasting with no loss in their melee combat capabilities, while also using the Warlock's spell slots (which recharge on a short rest) to dish out Divine Smites more often. Access to Metamagic from the Sorcerer can allow some incredibly busted combos through the use of quickened spell and distant spell, including the ability to rapid-fire 6 eldritch blasts in a single turn at level 10. Bards with the College of Swords subclass can make excellent use of the Pact of the Blade to reduce the number of attributes they need to worry about, while also gaining access to a much wider range of damage and support spells from the Bard spell list and Magical Secrets.
They also gain access to the additional Spell options "Burning Hands" and "Command (Halt)" at level 1, which are unavailable to other Warlocks. This allows them to start fires and freeze foes in their tracks. At level three, they gain access to "Scorching Ray" and "Blindness," too, providing them with further offensive and debuffing capabilities. At level five, they gain "Fireball" and "Stinking Cloud" spells, allowing them to create a debilitating cloud of gas and use one of D&D's most famous damaging spells.
Combat Maneuvers are a fantastic addition to any martial class , so players will likely get lots of mileage out of mixing this subclass with Paladin, Barbarian, and Ranger. Monks can make use of Combat Maneuvers too, though many of the Monk's best bladesinger build bg3 subclass features require heavy level investment and are thus tricky to work into multiclass builds.