Baldur's Gate 3

Baldur's Gate 3

Statistieken weergeven:
Hybrid Melee/Spellcaster?
So usually for story sake I usual end up running a multiclass for either Warlock or Sorcerer (charisma for story related stuff) and Fighter, giving me physical frontline abilities, as well as ranged attack options.

Just curious how others would approach this, as I'm sure there are some weird multiclass options to cause insane damage output.

(Note, I do use the level 20 mod, so I have an extra 8 levels to play with)
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16-30 van 33 reacties weergegeven
Going two points into fighter for action surge can help alleviate action economy as a warlock, especially since for quite awhile you only have two spell slots that reset on short rest.

There's so much food, I rest all the time and it's no issue.
Eldritch Knight
Origineel geplaatst door Quaffie:
swords bard?
^^THIS^^
Arcane Trickster

Main Action: Scroll, Spell or Cantrip (give scrolls to this character)
Bonus Action Melee / Ranged: Basic attack for possible sneak attacks trying to get crits (Hold Person) and vulnerable to pierce for 2x or 3x the damage. Turn that level 12 6d6 to a 18d6!

Plus you get to steal stuff, open things, loot things, disarm booby traps and whatnot.
Circle of Spores Druid with a good staff like the ice one you build in the underdark and some gear that adds conditions (frost-encrusted, e.g.) and Arcane Synergy and Shillelagh lets you have a caster who hits pretty good, applies conditions, summons a huge army of zombies without spending spell slots, and basically always has something to use for action, bonus action, and reaction.
Sword Bardadin is the way
Sure it can work. You already have heared a few. But most of them will be (far) inferior to this combination:

Paladin 7 + Warlock 5. Its not the best caster (still ok for buffs and AOEs and single target Smites), but probably one of the best melee characters (with some magic), if not the best (better than Fighter and Barbarian). It easily beats a pure (non throwing) fighter in damage output (at least in non honor mode). And if you go Githyanki you even get a stronger Spellblade kind of feeling.

And the best is it is basically only charisma based (for melee and spells), so perfect in conversations, too!

Some aspects why this combination is so strong:
1. Paladin gets multi attack at level 5 like any other melee class. But most melee classes are inferior compared to Fighter because they dont get a third attack. For a pure Paladin this is true, too (even he can compensate with Smites for a while). But if you go Warlock and Choose Pact of Blade you can bind your Weapon and at Level 5 Warlock you gain another Multi Attack that stacks with the one of the Paladin (non honor mode only). So you gain literally the same power a Fighter would get at level 11, even on level 10. The only thing the fighter has more would be Action Surge but a Paladin can compensate for that with his Smites pretty well while proveding some additional cool stuff.

2. You have Smites which can add on demand extra Damage (its like casting a spell on top of hitting with the sword). And if you crit, your smite will crit automatically, too, yielding some insane amount of damage! Also you can choose on demand on a hit if you want to activate it or not (for example if the enemy is already dead you dont have to activate it).

3. As Warlock you can smite even more often because the spell slots of the Warlock regenerate on short rests and can be used for smiteing!

4. The whole build utilizes only Charisma (for Melee and Spell Casting!) not Strength or Dexterity (you dont need Strength at all!) This is because of how Pact of Blade works once you have bound your weapon the Modificator for Attacks and Damage Rolls becomes Charisma instead of the original Strength or Dexterity Modificator. So you can ditch Strength completely (only use is carry weight) and focus completely on Charisma (and some Constittution and maybe a little bit Dexterity).

5. With the Mirror of Loss (if you choose the right things and succeed in the ability checks) you can get +1 and +2 (total of +3) to Charisma. So you only need to get 19 via ability improvements (1x ability improvement only) to get 22 and a +6 to your Melee attacks, Spells, auras and some of the most important conversation checks (you can even go higher with items).

6. With Aura of Protection (level 6 Paladin) you even add your Charisma Modifier to ALL saving throws! My endgame character had +10 Str, +11 Dex, +15 Con, +8 Int, +12 Wis, +19 Cha Saveing Throws (and I even didnt try to max them and could go beyond that). I barely missed a saving throw (for example when our Sorc casted some AOE) and could even walk through poison often takeing 0 damage for example 🤣. And you provide that bonus even to other characters close to you (small AOE!).

7. On Level 7 Paladin (depending on Oath) you get another aura, for example Aura of Hate (Oathbreaker) that adds your Charisma Modifier an additional time to your (3-4) attacks! But because its an Aura it adds that to nearby undeads / fiends, too (even enemies)

8. With Lay on Hands you have some healing (similar to Fighters Second Wind) which you can apply to yourself or someone else.

9. All Paladin Spells (except level 3 spells when multi classing with 5x Warlock) are available to you all time and with that high of a Charisma you have prepared them almost all.

10. With Warlock 5 you gain Level 3 Spells form the Warlock Spell List (instead of Paladin) and you end up haveing more spell slots than a pure Paladin (same level 1 and 2 slots but 2x Warlock Level 3 which are like 6 Level 3 Slots with 2 Short Rests, even more with a Bard than the 3 Spell Slots per long Rest a Paladin would otherwise get).

11. With Warlock you get the Strongest Cantrip in the game (Eldritch Blast) which is comparable to Melee Attacks in the early games (but Ranged) and gets "Multi Attack" every 5 levels. Plus with the right Invocation you can even add your Charisma Modificator (like on Melee Attacks). So a backup Ranged Spell that doesnt take up any Spell Slots.

12. You get Eldritch Invocations from the Warlock and there are a few that work really well:
12.1 Agonizing Blast (extra Damage on Eldritch Blast).
12.2 Devils Sight (being able to see in Darknes, even in magical darkness with the range of superior Darkvision, its like superior superior Darkvision at all times). But its only great if you or anotherone casts darkness regularly, so that your enemies cant see you, but you can freely see them and attack them (with advantage!)
12.3 Fiendish Vigor (False Life which you can cast out of Fight to gain a health buffer before every fight, its useful, especially for a melee character and especially on lower levels!).
12.4 Mask of Many Faces (useful when you use that item that gives you buffs when disguised or for some conversation interactions, especially when trying to talk to people you just killed)
12.5 Repelling Blast, if you dont mind loosing loot sometimes and use Eldritch Blast a lot. In general its a great feat but for that Build any of the other will be a better choice (because you can choose only 2)

13. Depending on Warlock Patron you gain additional bonuses:
13.1 The Fiend: Temporary Hit Points after killing enemies (and you will kill a lot with that build!) Will definetly increase your survivability / tankiness. Also allows you to choose spells like Command (see below why it can be handy on this build), Blindness, Scorching Ray, Fireball (good AOE spell, where its worth to cast an AOE spell instead of swinging a single target sword) and Stinking Cloud. Its my favorite and recommend for this build.
13.2 The Great Old One: Fearing enemies on Critical Hits. Sounds good but in practice you usually kill stuff in your round so that there is not much use to have feared corpse... Also gives you access to the spells Tashas Hideous Laughter, Dissonant Whispers, Detect Thoughts, Pahntasmal Force, Bestow Curse and Slow.
13.3 Archfey: isnt that useful for this build at all but it gives you access to Faerie Fire, Sleep, Calm Emotions, Phantasmal Force, Blink and Plant Growth

14. Since you basically need only one Attribute Improvement to get up to 22 Charisma (with the usage of Mirror of Loss). You can choose a feat freely. Savage Attacker is recommend because of how many dice you will do per attack with your 3-4 (3 normal + sometimes one on your bonus action) attacks per round + it affects the Smites on your weapon attacks, too.

15. One of Melee characters main issue is the lack of mobility. But with Oath of Ancients, Oath of Vengeance or through Warlock you can gain Misty Step which is really valuable for any Melee characters because it allows you to move twice as far / much just by using your bonus action (and a spell slot which you have as half caster).

16. If you have scrolls you can utilize them fully as you would be a full 100% caster. So with scrolls you could even cast the biggest level 6 spells with full power. If you stay to only those 2 classes your spell casting ability is Charisma for Scrolls (no matter if you go Paladin or Warlock first, even going Paladin first is recommend so that you can wear heavy armor and have all weapon proficiencies).

As race I recommend Githyanki (for example Laezel), there are a few reasons for this.
1. You can get the silver sword at Act 1 at about level 4: https://bg3.wiki/wiki/Silver_Sword_of_the_Astral_Plane
I guess you see how its great. But it unleashes its full power only for a Githyanki. Also if you want to use it, I recommend to use Great Weapon Fighting Style at Level 2 Paladin. So not the default Sword + Board Paladin. And in the tutorial Ship you can btw. get another great Two Handed Starting weapon the Everburn Blad: https://bg3.wiki/wiki/Everburn_Blade by killing and looting that enemy in the fight before the ship crashes. You will basically dont need any other weapon the whole game. But to gain the Astral Sword that early (and not just at Act 3) you or a teammate will have to have the Command spell (for example by choosing the Fiend warlock class) and command Voss to drop it (instead of triggering the conversation).

2. You gain a free Misty Step which is really valuable for a paladin, because I end up oneshotting most stuff and need to reposition up to 3x in a round. Usually you dont have that much movement. And a free misty Step per Long rest is really welcomed on this build.

3. Astral Knowledge: you gain proficiency in all skills of one attribute. If you for example choose Wisdom or Intelligence you gain Proficiency in 5 different skills! Some of which you couldnt otherwise gain with this build. And because its also the perfect talker / party face this could be a real adavantage.

4. There are some other useful Githyanki Items that could enchance this build like for example the Boots of Psionic Movement: https://bg3.wiki/wiki/Boots_of_Psionic_Movement If you consume the blue larve you even get flight for free (instead of normal movement) which allows you to move a bit further, ignore vertical distance and triggers those boots every time. Until then I recommend to use this: https://bg3.wiki/wiki/Boots_of_Speed to increase the mobillity which is really valueable on this build, because it can be used as often as you want (not just once per short/long rest).

5. Githyankis are known to be spellblades (combineing swords with spells) and some of the githyankis you can fight have indeed similar skills like this build.

Main disadvantages:
Even being able to cast spells, you well often end up swing swords and using your spell slots for smites, buffs and mobility (misty step). But still you have the ability to cast spells, like fireball if you choose the right warlock subclass or use scrolls and eldritch blast as on demand range backup / option (instead of a bow, but you can use melee attacks and eldritch blast in the same turn like you would be able to do with a bow).

You will have THAT many abilities and skills on your bar (especially if you add also the mind flayer stuff) that even 5 rows wouldnt be sufficient (the game only gives you 4 rows).

If you play with others they could complain about how strong / broken your build is 🤣.

Final words:
I havent described every little aspect (especially most of the items I use) of that build (even I mentioned a lot) and you should see it more as inspiration than something you just copy.

Especially when leveling up I ended up respeccing a few times, testing stuff out.

Also it can be hard to level up this build in the early levels if you go directly full Charisma. It will be easier if you go strength based Paladin or charisma based Warlock caster at the first few levels. You can mix but at least at level 5 you will be a bit weak if you dont go full Paladin (because of the lack of Multi Attack). But when you get level 6 (or even 7) you could respec to:

At least 1 Paladin (starter class) + 5 Warlock where you get the improved Pact Blade and can finally multi attack and use your charisma modifier. And just continue to level up Paladin after that.

Btw. you will get the additional Blasts of Eldritch Blast no matter how many levels you have in Warlock (it scales with overall level).
Laatst bewerkt door Thomas D.; 23 okt 2024 om 5:30
Origineel geplaatst door Aether:
So usually for story sake I usual end up running a multi-class for either Warlock or Sorcerer (charisma for story related stuff) and Fighter, giving me physical frontline abilities, as well as ranged attack options.

Just curious how others would approach this, as I'm sure there are some weird multi-class options to cause insane damage output.

(Note, I do use the level 20 mod, so I have an extra 8 levels to play with)


With the full level 20.

4 fighter (battle master + feat)
Then split between blade warlock and swords bard.

This gives you gap closer, multi attack, a bunch of spells for support and some good burst in the form of smite and manoeuvres.
Bard (college of sword)/warlock (pact weapon). You get access to strong cantrips, double melee bonuses (pact weapon+fighting style), and you can also get access to strong cc/support etc. spells.
Would Moon Druids count?

They're hella fun.

Spore Druids too tbh.

Druids in general are fun.

#bias
Origineel geplaatst door Chaosolous:
Would Moon Druids count?

They're hella fun.

Spore Druids too tbh.

Druids in general are fun.

#bias

I think shapeshifting is and isn't hybrid because when shapeshifted you are locked out of using spells which is kinda meh. You can certainly open with a spell and then use the bonus action of Moon Druid to shapeshift in preparation of going melee.
without reading the other posts a Sorclock is probably one of the most powerful builds you can do
Read my Post. Sorlock is no competition to Padlock (at least below Honor Mode and probably even then Sorlock wont beat it). At least for a char that is also Melee oriented.

But for a (pure) caster Sorlock is great.
Laatst bewerkt door Thomas D.; 26 okt 2024 om 2:38
Sword Bard is basically this by default. Paladin multi with Bard/Warlock/Sorcerer basically gives you different flavors with increased emphasis on melee burst.
So to weigh in, I guess the closest thing to what I'm looking for, is the Eldritch Knight from Dragon Age, Origins. A magic user that funnels that magic into combat strength. Lot of cool stuff and builds I'm seeing, but for roleplay sake, Bard and Paladin don't really suit me, which limits a lot of options ^.^

To give ya'll an idea of some of the crazy ♥♥♥♥ I've thrown together to test, one of them was a 3 stage multiclass of R3 (assassin), F(Action surge, plus multiattack) Rest of levels into M(shadow monk) to create an insane shadow assassin monk that could teleport through shadows to absolutely destroy enemies on back attacks XD
Laatst bewerkt door Aether; 26 okt 2024 om 16:34
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