r/BG3Builds

Is 20 in your main stat compulsory?

I'm currently on the start of my 4th playthrough (400 hours as of writing), playing a level 2 melee leaning Ranger with the intention of running Swarmkeeper (it's my comfort class). My stat spread currently is:

10 STR

17 DEX

14 CON

15 WIS

10 INT

8 CHA

At level 4, I'll take ASI to get DEX to 18 and WIS to 16, and at level 8 I'll take savage attacker. I've done this build before (https://www.reddit.com/r/BG3Builds/s/3PWSNb8aJH), and I'm running it again cuz I just love it so much, but the problem this time is that I'm playing with a friend (she went with hexblade warlock) who's new to BG3 so I wanna let her have Ethel's hair. This means that even with Shar's mirror, I can't reach 20 DEX unless I take another ASI at level 12.

However, when I play this build I usually take a 1 level dip into Wild Magic Sorc for booming blade, and it makes me hit like a truck. I can also do fun things like hitting a melee opponent with booming blade, teleporting away, and watching the opponent run themselves down. So my question is, do I wanna take booming blade or ASI to get my dex to 20?

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u/Laughydawg — 4 hours ago

Please suggest interesting multiclass builds for "evil" Wyll origin party?

This is a modded run but I'm not using any new content, just twerking in game things like party size and number of feats. It's also not supposed to be overly difficult, I mostly want to experience the story than fight to succeed, but I'll have the settings so if I don't pay attention I'll still get my butt kicked. XD I'm too ADHD to do well with keeping track of what's going on, analyzing fights, or setting stuff up ahead of time, so I like making it easier for me to not fail.

Anyway so I will have Wyll, Astarion, Shadowheart, Lae'zel, Gale, and Minthara (I'll be knocking her out) in my party eventually. I want to keep their classes on theme, but other than Wyll having warlock levels and Astarion being high dex they don't need to stay their canon option. As I said I am not good at setting up things, so nothing that relies heavily on ground or wet effects and stuff like that. That said, I like having a variety of actions to take!

When it comes to Wyll I would like to stay Fiend Patron, and no paladin vows. I think swords bard would be a good cross but I don't know the best level mix. Mostly I want thematic multi classes instead of min/max style ones. And I will be using tadpoles, focused on Wyll.

I think that's it! Thanks!

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u/manicbestfriend — 3 hours ago

Paladin build question

I decided to go for a Gith Paladin run on tactician difficulty and would like some recommendations from the community for builds. I can't really decide. On one hand I would like to focus on strength or to put it better, focus on dealing damage while roleplaying the classic Paladin tank. On the other hand I want him to be a party face so I don't miss out on the dialogues. I haven't played Paladin very much. I like the concept of big swords ( and I think people might know which one catched my eye in particular) while also bringing useful support abilities to the party. What is your pick for a Paladin build? I'm kinda drawn to going 1 level of Hexblade to completely drop strength to be a party face with good damage. Good Idea? 👀 I might be overthinking this a little too hard.

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u/Prestigious_Sun6339 — 8 hours ago

Builds that are fun, unique and not too OP

I do enjoy a challenge. I like when I have to reload a boss fight multiple times, but I've played this game too often and know it too well. So I'm looking for builds that are fun and unique, while not being too weak or too strong.

For example what currently running:

The average Tav, just a normal citizen. 1 level in each class, shitty stats, but boosted by gear. Mostly throwing stuff and using scrolls

Ensnaring strike build. Pinned them to the ground and leave the range (AoO won't trigger, even though it's shown). Paired with some poison damage.

Retaliation build. Run around and dmg enemies, whenever they hit you.

Vicious mockery build. Only allowed to cast vicious mockery. Tried to min max this with resonance stone and sorcery points. It's quite fun to have astarion running around and killing people by insulting them hard.

Any other ideas?

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u/Bardonna — 9 hours ago

Party build and equipment help requested

I'm looking for advice on what items, spells, stats, etc, for my current party. My party consists of:

Tav- College of Lore bard

Shadowheart- Light Domain cleric (with possible multi-class into paladin)

Lae'zel- Arcane Archer fighter (with titanstring bow)

Karlach- Open Hand monk

I'm currently in act 1 at level 4, and some mods I'm using are of importance:

Feats on even levels (speaks for itself)

Infinite elixers (for hill giant strength)

Infinite arrows (for Lae'zel)

I'm also doing the act 1 helldusk armour glitch.

Any and all help is appreciated!

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u/skylaesogno — 7 hours ago

Anybody ever use the default spell selections?

I’m always looking for self-imposed challenges in games to keep things fresh. I’m thinking about doing a strictly canon RP build on Tactician where I’ll basically just utilize each character as they’re presented. No respeccing stats, default subclasses and I must make use of certain class features like Unarmoured Defence and Wyll’s rapier.

This is a weird question and a stab in the dark but has anyone ever used the default spells and cantrips Larian has picked out for each level up? Are they completely random or are they selected with some intent?

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u/Ancient_Substance152 — 8 hours ago

Pure Hexblade or Hexblade Paladin?

Hey all! Finally playing through the game all the way (I've played up to the third act, so no spoilers for that please) and I'm wondering what to do for my Dark Urge character. I've started her out as a hexblade but I'm tempted to multi class into Paladin. I would probably want to break my oath for the story (I'm trying to resist the urge and sometimes failing), but I also really like the witchy spell blade vibes of the Hexblade. So my main questions are:

How does pure 12 levels of Hexblade play? Can I use a giant sword some what optimally? My character likes giant swords.

How does it compare to a Hexadin? Probably 5/7 split although I'm not sure which class should be which. Honestly roleplay is more important to me than complete optimization but I really want to be a strong Frontline damager with spells, bonus points for a witchy creepy vibe (my character is a fucked up Tiefling with a heart of gold)

I'm playing on Tactician if that helps. I'll probably have Wyll do whatever build I'm not. I'm currently in Act 1 at Level 4 but can respec.

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u/Shortywazhere — 14 hours ago

Intoxicating Strike.

Has anyone found any interesting way to use Intoxicating Strike? Once you get Stunning Strike it just seems like a waste of a Ki point.

The only mechanical interaction I can see is that enemies get disadvantage on Acrobatics checks so shoving/throwing high DEX enemies is easier.

I'm playing a game with 4 Way of the Drunken Master monks and I'm having fun with the extra mobility from Drunken Technique and constant use of reactions with Redirect Attack but I wish I could get more out of the whole making enemies drunk mechanic.

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u/Nissan_al_Gaib — 13 hours ago

2 more members

Im playing honor mode consisting of a radorb wild heart barb and a life cleric. What would the last 2 be? Current considerations are a blade lock and a swords bard archer. Thinking if I should slot a mage instead since there will be excess mage gear.

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u/catchdatwave — 11 hours ago
▲ 148 r/BG3Builds

Markoheshkir's Chain Lightning is broken

Im playing a Sorlock build and god damn, the Chain Lightning granted by Markoheshkir is broken. Not sure if this is a bug or an oversight, but the normal chain lightning spell cannot be twinned cast to target multiple targets. This restriction somehow does not apply to the Markoheshkir version. So that a Twinned cast Chain Lightning, targeting up to 8 targets and even some enemies twice for 10d8 damage once per short rest. It absolutely trivialises any boss fight by clearing out all the mooks immediately up to and including the Raphael fight. Any fight thats meant to be a 1 boss + many mooks vs you is now just 1 boss vs you. And thats not even considering all the other bonuses Markoheshkir gives you. All in all, a very broken spell

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u/Bored_Guy_234 — 1 day ago

How redundant would it be having both GWM and Sharpshooter feats on BM Ranger?

So an interesting thing about Beastmaster class in general, is that the class seems to function best as some kind of hybrid dps / support / utility type of build.

Looking for itemization options Phalar Aluve and Harold stand out as excellent utility choices. Apply Bane with Harold, Shriek with Phalar Aluve for double debuff.

Now of course, I'm aware you don't actually need to swing Phalar Aluve to make use of it's Shriek ability. However, having Bonus Action attack from GWM , would be actually quite useful during turns where you don't need to cast Hunters Mark/ Ensnaring Strike.

What are your thoughts on this? Worth or nah.

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u/SUJ1R3N — 21 hours ago

Im new to this game. Help me build my character into medieval knight like these pictures

I finally have the time and money to buy this game. There are so many cool classes, so i need to choose my build carefully since this is my first playthrough. Thank you!

u/8bit_heartbeats — 22 hours ago

I dont understand and need help for a good straightforward build

People call this a goat game but i seriously started name calling it in the first hours.

Cant get through fights without needing to long rest unless i skip them and be underleveled for the next area..and thats boring. Long rest -->fight --> long rest ---> fight is that how the game is supposed to be played? . The tanks dont tank, they get crushed, shadowheart is useless after healing me for 4 points because she needs to rest to be useful again and replenish. Should i pick a damage dealer mage instead ? I need a straightforward fking path to follow to get through this game. build wise. I am a fighter BM archer Who do i bring along? and specialty do i give them? no special potion and consumables build BS. Should i just install mods or search for fkn OP weapons to make fights simpler? Clearly i am made for ARPG's and reaction based games but i wanted to give it a chance and here i am talking with chatgpt for an hour to give me a good build and what to do.

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Ranger 11/Wiz 1 + headband of intellect?

Hey all, playing with some new ideas. Bored of CHA casters and I've played an evo wiz recently, so I want to try something new.

I've never played a ranger, and beastmaster seems interesting. Given that its capstone ability hits at 11, could I take 1 wiz at the end, wear the headband, and scribe some spells for utility and/or variety? I guess a subsequent questions would be whether or not that's even worth it, since rangers don't get full spell slot progression like wizards do, so I'd be limited a bit.

Thanks in advance. Feel free to throw me some other ideas as well for ranger 11/something else 1 if you want. If it helps, I'm not wedded to beastmaster, but I would really like to try it.

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u/atisaac — 1 day ago

Most fun Star druid light cleric build

I've been browsing some posts here and I think a lot of them focus mostly on max damage/performance but I'm asking for what you think the coolest and fun build of this multiclass is. I play mostly for the story with balanced difficulty and sometimes extended party so I don't really struggle with combat, I want it to be fun with some variety.

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u/Lildragonfly27 — 1 day ago

Build Concept, All Damage Type In One Attack (including all physical damage type)

So I had an idea after seeing this post. In that post, they were able to make an attack consist of almost all damage types except bludgeoning and slashing. Utilizing several exploits, I was able to attack with all damage types. The sources of each damage type are as follows:

Slashing: Wavemother's Sickle

Bludgeoning: Magic Club Passive from Twisting Branch

Piercing: Infectious Greed from Helsik

Cold: Wavemother's Sickle

Fire: Helldusk / Flawed Helldusk Gloves

Thunder: Draconic Elemental Weapon (Thunder) from Drakethroat Glave

Acid: Caustic Band

Necrotic: Symbiotic Entity / Horns of the Berserker / Astarion Vampire Ascendant

Radiant: Callous Glow Ring

Lightning: Lightning Charges from Speedy Lightfeet

Poison: Broodmother's Revenge

Force: Wild Magic: Enchant Weapons

Psychic: Spindleweb Fanatic from Karniss

Possible substitutes include: Flawed Helldusk Gloves for Helldusk Gloves (Fire), and Symbiotic Entity for Horns of the Berserker or Astarion Vampire Ascendant (Necrotic).

As you can see, there are a lot of exploits used to make this possible.

  1. Magic Club: While holding a Twisting Branch in the main hand, all melee attacks will do an additional 3d4 bludgeoning damage.
  2. PolyDom Exploit: After casting Polymorph and Dominate Beast on a target, you can permanently control any NPCs as a party follower.
  3. ConnorMancy: Using Bitter Divorce on Connor's corpse while Mayrina is dead (or you let the Hag keep her) and targeting a dead NPC can revive that NPC and Connor.

3.5) ConnorMancy with PolyDom: You can use ConnorMancy on the corpse of a PolyDomed NPC to revive it.

  1. Keep Enchantment Permanently: Wild Magic: Enchant Weapons adds an enchantment to the weapon and a condition to the character who was wielding it. The condition removes the weapon enchantment after one use; however, when the enchanted weapon is transferred to another character without the condition, the enchantment is kept until long rest. By dropping the weapon on the ground before long resting, the enchantment can be kept permanently.

  2. Item Equip: Summoned creatures and party followers can equip items that are consumable by Gale. This then allows the items to be swapped with another equipped item on a party member.

  3. Spindleweb Fantic: While Karniss is alive, his passive Spindleweb Fantic enchants the weapons of all allies within 5 meters (including himself) with 1d6 psychic damage. The enchantments are removed upon Karniss's death or incapacitation; however, Karniss's weapon keeps the enchantment until it is updated again.

6.5) By equipping Karniss with a weapon, killing him, and looting his corpse, you can permanently enchant a weapon with 1d6 psychic damage.

This build was done on a slightly modded playthrough, but everything is doable on an unmodded playthrough. It is interesting to note how all except one replaceable source of damage comes from items or an enchantment on the weapon, so you technically can spec into any class. Although 3 levels in Rogues are preferred if you want to do the setup and attack in one turn. Then again, condition-locking with the Helmet of Grit does allow you to mitigate that.

Calling this build, Taste the Rainbow

Sidenote, I definitely play this game very normally. As one of my friends puts it, "bug-maxxing."

u/Ceaseil — 2 days ago

Trying to start a new run is a 2h paladin, 2 h fighter or 2h barb a better strong dps melee class with some utility

Just can't decide and was curious what you all thought

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u/Zombieslayer908 — 2 days ago

Why not Star Druid 10?

Mainly just asking this because I’m wanting to do a Star Druid and 10 seems like a solid endpoint for it, but most of the time when I see people talking about Star Druid it’s just as the 2 level dip to unlock it, so I’m curious as to why it’s preferred as the dip instead of the main class.

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u/Bigsexyguy24 — 3 days ago

Looking for unique Barbarian builds for a full Barb party

Me and my friends are going to be running an all Barb party and I want to try a fun new way to run Barb that isn’t just Throwzerker. Any ideas would be appreciated!

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u/KingDangoz5 — 2 days ago

I want your Jack Of All Trades builds!

Jack Of All Trades can be viable!

I recently finished a Jack Of All Trades run on Tactician. Meet Quizzical, a front-line tank who successfully dueled Orin in buffed-Slayer form because I taunted her. It was a fun if sometimes wild ride, and I only mention Orin to indicate the build's functionality. That fight pushed this to its absolute limit, but it beat her in the end.

If you've done a JOAT run, I want to hear how you built it!

I also want to share what I did and why. JOAT runs are not new, but in preparing for this run I felt dissatisfied with online talk that certain levels/classes are dead weight. I wanted to build something that felt good for the entire run, from level 1 all the way through 12. And while it didn't go perfectly, it was very fun to play. My one major disappointment came because of a legit bug rather than a failure of the concept (though I also had one of those too, lol).

The thought process

I started with some basic principles about the challenge:

  1. It's more fun to get the JOAT achievement with a full run instead of cheesing it via Minsc or a Hireling.
  2. JOAT builds need to be Feat, ASI, and respec-independent, because they can't respec and will never get to level 4 in any class.
  3. JOAT builds may not be optimized, but they should perform at least one role well, rather than being 100% carried by the party.
  4. The earlier a build gets online, the better.
  5. EDIT: Paladin probably needs to go last because of the Oath. I don't know if this is true, but I wasn't willing to risk it.

Then I went looking for what was available to me, given that a lot of things would not be:

  1. Every turn, you get one action and one bonus action. That's it. There is no Extra Attack or Quickened Metamagic waiting for you later. You need to make the most of the action + bonus action every. single. turn.
  2. Since you'll never get Alert, you either need to build towards going last, or you need to boost your DEX high enough to make up the difference.
  3. Since you'll never get an ASI, you need to find other ways of boosting stats you care about. Strength Elixirs are always an option, though I don't like leaning on consumables. I also wanted to be online long before Act 3's Mirror of Loss. So instead, I focused on Hag Hair, Araj's potion, and equipment. There's a goodly amount of equipment that can boost various stats.
  4. Certain classes give you AC bonuses if you're not wearing armor. Barbarians look at CON, Monks look at WIS, and Draconic Sorcerers just get a flat +3. Also, none of those stack. That doesn't mean you have to use one of them, but they're a resource at your disposal.
  5. Fighter level 1 gives you a fighting style bonus. Choose well, and you could use that for the entire run.
  6. Monk level 1 lets you scale any non-2H weapon off DEX instead of STR.

That last one pushed me over the edge toward a DEX build.

The plan

High DEX looked like it could solve problems with combat, AC, and initiative. I could start with DEX 17 and get to DEX 20 with Hag Hair and the Graceful Cloth, and I could do it in Act 1. The Graceful Cloth would make me a "real" Rogue if I played my skill allocations right. Being a Gnome would give me advantage on non-physical checks where I might otherwise struggle. While I couldn't use a 2H weapon, I could use anything else plus a shield. Or, I could do two-weapon fighting with light weapons, which would ensure I had something to do with my bonus action. Dual hand crossbows helped with that as well. Starting with Barbarian would max my HP, and taking CON 16 would get me the same AC boost as a Draconic Sorcerer, while letting me take Storm Sorcery to get a bonus-action disengage + flight on turns when I cast a spell.

Oh yeah, it was all coming together.

My early plan was to exploit the Adamantium Longsword's always-crit feature, pair it with the Adamantium Shield for crit-immunity, and slap on Great Old One Warlock to become an unstoppable fear machine. Of course, this doesn't work. The Adamantium Longsword always-crits objects, not creatures. From the moment I figured that out, I got stuck debating if I should turn towards a crit-fishing two-weapon Knife of the Undermountain King build instead of using the shield. I spent most of the game debating this, which pushed Fighter and Warlock toward the end. In the end, I wish I'd just committed to Dueling much earlier.

tl;dr: the build

Level Class Notes
Stats Deep Gnome with STR 8, DEX 17, CON 16, INT 8, WIS 10, CHA 14 This worked fine, though I ended up not using Sneak much, and I kept wishing I had WIS 12 so the Cleric & Druid spellbooks weren't so hobbled.
1 Barbarian (skills: Medicine, Perception, Survival, Intimidation) As soon as I found a Scimitar, Shield, and Crossbow on the Nautiloid, I was all set. Finding a Rapier was even better! I didn't need much else to be a capable warrior.
2 Monk Every weapon became a DEX weapon, and I always had a second attack, unimpressive as it might be. I settled into a War Pick +1 that felt great.
3 War Cleric (Guidance, Thaumaturgy; prepare Sanctuary War Priest gave me a better second attack. The spells got used through the whole run. I wished I had room for Create Water, but I figured that Druid would get it later…
4 Storm Sorcerer (Booming Blade, Mage Hand, Ray of Frost, Fire Bolt, Magic Missile, Shield) The build was mostly online. I didn't use the Flight bonus action often, but it came in clutch a few times. Shield kept me from taking most physical damage. I boosted Magic Missile with the amulet that gives you an extra bolt. The Shattered Flail emerged as my weapon of choice, and perhaps due to Gnome Cunning, I never had it backfire.
5 Bard (Proficiency in Sleight of Hand; Blade Ward, Minor Illusion, Speak With Animals, Longstrider, Tasha's Hideous Laughter, Thunderwave) I loved the utility spells, and the Sleight of Hand proficiency was a big step towards passing for a Rogue.
6 Rogue (Proficiency in Persuasion, Expertise in Persuasion, Expertise in Sleight of Hand) Huge spike in power and utility. Picked up Ethel's Hair and the Graceful Cloth to reach DEX 20.
7 Druid (Shillelagh, Thorn Whip; prepare Create or Destroy Water (but there was a bug that kept saying it was unprepared when I tried to use it)) This was my most disappointing level. The Create or Destroy Water bug comes from having both a Cleric and a Druid spellbook. It kept me from messing around with some Ice and Lightning stuff that I wanted to try. I just didn't get the value out of this level that I expected.
8 Wizard (Acid Splash, Bone Chill, Poison Spray, Chromatic Orb, Burning Hands, Expeditious Retreat, Feather Fall, Grease, Witch Bolt) Sanity returned, and third level Wizard spells came with it! I settled on the Flawed Helldusk Gloves + Blood of Lathander to cement myself as a front-line butt kicker.
9 Ranger (Favored Enemy: Keeper of the Veil, Natural Explorer: Wasteland Wanderer - Fire, Proficiency in Insight) I wish I'd done this sooner. This gave me some nice extra skills heading into the Gauntlet of Shar.
10 Great Old One Warlock (Eldritch Bast, Toll the Dead, Hellish Rebuke, Hex) I got this immediately before Myrkul. Sadly, I wasn't optimized for exploiting GOO crit fear. Hellish Rebuke ended up seeing more use than I expected, particularly against Orin. Right after hitting Act 3, I picked up Nyrulna, which felt outstanding.
11 Fighter (Fighting Style: Dueling) I'd been using this all game and I wish I'd committed sooner.
12 Paladin (first Oath of Vengeance, then Oathbreaker) I made it! The House of Hope let me upgrade to the non-Flawed Helldusk Gloves as well as the CON amulet, boosting both my HP and AC!

EDIT: The Gear

A chunk of my gear was consistent from Act 1 until the end:

  • Headgear: Warped Headband of Intellect
  • Clothing: The Graceful Cloth
  • Off-Hand - Melee: Adamantine Shield
  • Main Hand - Ranged: Hand Crossbow +1
  • Useful thing in inventory: Pearl of Power Amulet

A few bits were mostly consistent:

  • Amulet: Psychic Spark until I got the Amulet of Greater Health
  • Ring 1: Caustic Band until I got the Callous Glow Ring
  • Ring 2: Mage's Friend until I got the Coruscation Ring
  • Off-Hand - Ranged: Hand Crossbow +1 until I got the Ne'er Misser (I got Yurgir to side with me, so I missed out on his loot)
  • Cloak: The Deathstalker Mantle until I got the Vivacious Cloak (the former was just because I was Durge; the latter proc'd all the time thanks to Booming Blade, keeping my health topped-up and tanky)
  • Gloves: I played around with the Gloves of Belligerent Skies for a while before settling into the Flawed Helldusk Gloves, and eventually the Helldusk Gloves.

The boots and main hand weapon changed a lot before settling into something that actually felt like it fit the build. At one point I tried playing with Reverberation before settling into your classic glowing weapon + Callous Glow Ring + Coruscation Ring combo.

  • Boots: Boots of Stormy Clamour -> Disintegrating Night Walkers -> Bonespike Boots
  • Main Hand - Melee: Scimitar -> Rapier -> War Pick +1 -> Shattered Flail -> Cacophony -> Blood of Lathander -> Nyrulna

That's enough from me; let's hear yours!

u/CoffeeMinionLegacy — 2 days ago