Baldur s Gate 3: Best Cleric Class Build
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.
Depending on your choice of background, your choices for Cleric starting skill proficiencies will change. By choosing the Guild Artisan background, players gain Insight and Persuasion proficiency, so it's ineffective to select these two skills again. Instead, go with Medicine and Religion.
Acquired after defeating Gandrel in Sunlit Wetlands, this Heavy Crossbow can serve as the perfect weapon for players who want to fight larger creatures - something that's very useful in the endgame portion of the RPG. Its Sacred Munitions, capable of Turning the Undead, could be enough to fight the more horrifying enemies of the RPG later down the l
At seventh Level, Death Domain Clerics get Blight and Death Ward as Domain Spells. They then get Divine Strike: Necrotic at eighth level, allowing them to deal 1d8 necrotic damage in addition to their normal damage with a melee attack (once per turn).
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
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Thankfully, players of Baldur’s Gate 3 have trusty companions to rely on as they build a formidable party against this threat. And for players who want to dominate ranged play, there are some great options available to choose f
However, Fighters can also gain proficiency in Athletics via the Outlander background, which replaces Intimidation with Survival. Its Inspiration mostly comes from achieving feats in the wilderness, like felling a large beast, or finding a mythical location.
Rally benefits parties more at low levels as the total amount of HP that the Fighter gives to an ally doesn't improve. Maneuvering Attack, too, can be useful for parties without a way to reliably get squishy allies out of range of opportunity attacks, but it's a bit more situational.
Assuming players aren't taking levels in Fighter, Sorcerer, or Cleric, their top priority as an Abjuration Wizard should be improving their AC. In Act 1, players can grab the Ring of Protection in Act 1 by helping Mol steal the Idol at the Emerald Grove, collect the Bracers of Defense from the Apothecary's Cellar in the Blighted Village, and then purchase the Cloak of Protection from Talli at the Last Light Inn in Act 2. While at the Inn, buy the Evasive Shoes from Mattis for another +1 AC. These will provide +5 AC total, which raises the Wizard's AC to 18 when using Mage Armor even if they haven't invested in Dexterity (Important note here: They should absolutely invest in Dexterity for even better results.) If using heavy Armor, players can still grab the Ring, Boots, and Cloak for +3 AC. (Unfortunately, the Bracers only work on Unarmored Characters)
Supplement your weapon of choice with The Jolty Vest (sold in the Zhentarim Hideout in Act 1) for a defensive option that will shock foes that attack you in melee and pick up either The Speedy Lightfeet (Cellar under the Windmill in the Blighted Village) or the Watersparkers. The Speedy Lightfeet will generate lightning charges when dashing and grant a +1 bonus to Athletics checks, while the Watersparkers will electrify water the wearer stands in and grant three lightning charges whenever they start a turn standing on an electrified surface.
They can further supplement this Gish playstyle using items like the Diadem of Arcane Synergy (generating more Arcane Synergy Stats by applying conditions) in conjunction with Phalar Aluve's Shriek ability. Add the Winter's Grasp Gloves or any other item that lets your spells apply a condition for even better results. A surprisingly powerful addition to a Bladesinging Wizard loadout would be the Bonespike Boots, which boost AC and grant access to Brutal Leap, a special ability that knocks enemies over and uses the wearer's spellcasting stat to determine the save DC.