Baldur's Gate 3

Baldur's Gate 3

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Yosharian's BG3 Builds
By Yosharian
Useful information on the game and character builds for main characters and companions.
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Introduction


Welcome to my Baldur's Gate 3 Steam page. On this page you'll find useful information on how to make character builds for the game. I made this page mainly for my own amusement, and for me to refer to. I shared it to be helpful to others. If you have any questions, please post them in the comments section. Note that my builds typically do not use respecs by design.

Update: the first party (Spellcaster Party) is pretty much complete. I'm still theorycrafting the other two parties and I likely won't be coming back to them for some time, cos I'm taking a break from BG3.
-=- The Summoner Party -=-
The concept here is to have a party of full spellcasters capable of summoning some really nice creatures. It's designed for a 'Good' playthrough where you save the Tieflings and the Druid Grove, though you could adapt it if you preferred to play otherwise. Illithid power use is optional - in fact I recommend not using them, to preserve ... some challenge, at least. Dark Urge is not essential. Overall this party is meant to be very flexible and easy to play for beginners, rather than doing the most damage possible for example. It's viable for Honour mode, also, but bear in mind that Wild Shape does a lot less damage in that mode.

Party Roles
  • Virtuoso (Tav): Ranged Damage, CC, Utility
  • Keeper (Jaheira): Tank, Melee Damage, Versatile Spellcaster
  • Custodian (Shadowheart): Tank, Defensive Spellcaster
  • Battlemage (Gale): Versatile Spellcaster
Virtuoso
  • Crowd Control specialist, master of many skills, party face and wearer of stylish outfits.
  • Offers awesome utility, very good initiative & decent AC. Immune to Critical Hits.
  • Absolutely insane single-target damage at range using Slashing Flourish.
  • Generates Spell DC from physical attacks, although this is mostly useful in Act 3.
  • Casts disabling crowd-control spells as a bonus action in Act 3 using Mystic Scoundrel.
  • For the majority of the game, your spells will function as utility, e.g. Enhance Ability.
  • Song of Rest helps fuel Keeper's Wild Shape charges and Custodian's heals.
  • Weaknesses: lacks significant melee capability, quite squishy, weak saves.
Keeper
  • A powerful shapeshifter with a potent blend of offensive and defensive abilities.
  • Deals reasonable physical damage in Wild Shape, and is quite tough to kill.
  • Excellent battlefield control using Plant Growth, Confusion, and other spells.
  • Summons such as Conjure Woodland Being and Conjure Elemental are very useful.
  • Use any character you like for this build until you get Jaheira in Act 2.
  • Weaknesses: lacks significant AOE damage, unable to cast spells while shifted.
Custodian
  • Powerful healing spells which propagate Bless and Resistance to physical damage.
  • Great utility spells and summoning capability.
  • Has access to Haste, Shield, Magic Missile and other great Wizard spells from level 1.
  • Immune to Critical Hits, and extremely durable, especially with Arcane Ward active.
  • Weaknesses: lacks offensive power, reliant on spell slots, slightly delayed Cleric spells.
Battlemage
  • Magic Missile and Artistry of War are very powerful single-target damage spells.
  • In Act 3, spell DC will ramp up significantly allowing effective use of other spells.
  • Heavy Armor Proficiency gives excellent AC right from the start of the game.
  • Is basically immune to Concentration breaks from level 5 onwards - very useful for Haste.
  • Weaknesses: somewhat reliant on spell slots, slightly delayed spell progression.
1: Virtuoso [Tav]
Classes: Swords Bard 12
Role: Ranged Damage, CC, Utility (DEX/CHA)
Race: Wood Half-Elf
  • Racial Abilities: Civil Militia, Darkvision, Fey Ancestry, Fleet of Foot
Proficiencies:
  • Saving Throws: Dexterity, Charisma
  • Equipment: Simple Weapons, Hand Crossbows, Rapiers, Longswords, Shortswords, Scimitars, Light Armour
  • Weapon Master: Longbows, Heavy Crossbows, anything else you like
  • Skills: Sleight of Hand, Perception, Acrobatics, Insight* & Persuasion* (Guild Artisan), Stealth* (Wood Half-Elf)
  • Expertise: Persuasion, Sleight of Hand, Perception, Stealth
Point buy: (27 points)
  • STR: 8
  • DEX: 17 (+2) {+1 Feat, +2 ASI}
  • CON: 14
  • INT: 8
  • WIS: 10
  • CHA: 16 (+1) {+4 Secret: Mirror Of Loss, Hag Hair}
Character Progression:
L01 Bard 1: 1st-Level Spells, Bardic Inspiration
L02 Bard 2: Song of Rest, Jack of all Trades
L03 Bard 3: 2nd-Level Spells, College of Swords, Expertise, Blade Flourish, TWF Fighting Style
L04 Bard 4: Weapon Master (+1 DEX)
L05 Bard 5: 3rd-Level Spells
L06 Bard 6: Countercharm, Extra Attack
L07 Bard 7: 4th-Level Spells
L08 Bard 8: ASI (+2 DEX)
L09 Bard 9: 5th-Level Spells
L10 Bard 10: Improved BI, Expertise, Magical Secrets (5th-Level)
L11 Bard 11: 6th-Level Spells
L12 Bard 12: Sharpshooter

Recommended Spells (15 spells):
Bard
Cantrips: Friends, Minor Illusion, Vicious Mockery, Mage Hand
1st: Tasha's Hideous Laughter, Healing Word, Dissonant Whispers
2nd: Cloud of Daggers, Detect Thoughts, Hold Person, Invisibility, Enhance Ability
3rd: Fear, Hypnotic Pattern
4th: Greater Invisibility, Confusion
5th: Hold Monster, Greater Restoration
6th: None needed (spend the slot on Conjure Elemental)
Magical Secrets: Conjure Elemental, Counterspell

Endgame Equipment:
  • Main Hand: Rhapsody (+1 Dagger, up to +3 to attack rolls/damage/spell DC, +1 on-kill)
    • Location: Dropped by Cazador Szarr. Until you get this, Knife of the Undermountain King (Sold by A'jak'nir Jeera in Crèche Y'llek - also she apparently drops this when you kill her) is exceptional, and you can also wield the Hill Giant Strength Club.
  • Shield: Adamantine Shield (Shield, Immunity to Critical Hits, melee attackers sent Reeling)
    • Location: Act 1, forged in The Adamantine Forge with a Shield Mould and Mithral Ore.
  • Special: Drakethroat Glaive (+2 Glaive, buff a weapon +1 to Attack Rolls & 1D4 elemental dmg until next Long Rest - recommend Thunder or Acid)
    • Location: Bought from Roah Moonglow, Moonrise Towers. Drop your bow and cast this weapon's ability on it.
  • Ranged Weapon: The Dead Shot (+2 Longbow, critical requirement reduced by 1, add double proficiency to attack rolls)
    • Location: Sold by Fytz the Firecracker at the Stormshore Armoury in Lower City. Before you obtain this weapon and the Mystic Scoundrel ring, you should use dual Hand Crossbows. The TWF Fighting Style allows you to dual wield these effectively early on. You can also switch to the Titanstring Bow once you unlock Extra Attack, and start using your Bonus Action on Healing Word.
  • Head: Helmet of Arcane Acuity (+1 to DEX saves; gain two turns of Arcane Acuity (boosts Spell DC by amount equal to remaining turns) when you damage an enemy - this triggers twice when you use Slashing Flourish)
    • Location: Mason's Guild underground, in a chest. During the quest Investigate the Selûnite Resistance.Use the Warped Headband of Intellect for skill checks (from the Ogres in the Blighted Village - this item is easy to miss). Use the Marksmanship Hat if you need the extra attack roll bonus.
  • Cloak: Cloak of the Weave (+1 to Spell DC and Spell Attack rolls, halve elemental damage 1x/Short Rest)
    • Location: Sold by the demonologist called Helsik who takes you to Raphael's house, she has a shop called the Devil's Fee.
  • Armor: Armor of Agility (+2 Half-Plate, unlimited DEX bonus, +2 to all saves)
    • Location: Sold by Gloomy Fentonson at Stormshore Armoury during Chapter Three.
      Until you obtain this, you can use the Yuan-Ti armor from Talli in the Last Light Inn (CH2).
  • Gloves: Legacy of the Masters (+2 Attack/Damage rolls, +1 STR saves)
    • Location: Act 3, purchase from Dammon. Be careful, you can lose access to this guy. Don't kill the ox in Act 1, for example. Until you get this, use the Gloves of Archery (Bought from Grat the Trader in the Goblin Camp), then the Wondrous Gloves (Grymforge).
  • Boots: Evasive Shoes (+1 Acrobatics, +1 AC)
    • Location: Sold by Mattis at the Last Light Inn.
  • Amulet: Broodmother's Revenge (+1D6 Poison damage on-hit )
    • Location: Act 1, looted from Kagha. In situations where you face poison-immune enemies or you want to use a different weapon coating (e.g. Oil of Accuracy), you can use Amulet of the Harpers.
  • Ring1: Flexible Ring Slot (Use depending on situation)
    • Location: Caustic Band (Myconid Colony) is great early on. There are a variety of rings that are useful in this slot as you head into the lategame. For example, Ring of Arcane Synergy (Githyanki Creche) can give up to 5 damage if you use Vicious Mockery with your BA, Crypt Lord Ring (Keep Thrumbo alive) gives you a free summon, and the Risky Ring (Araj Oblodra, Moonrise Towers) is great for free ADV (though is a bit.. risky. Obviously).
  • Ring2: Band of the Mystic Scoundrel (1x Enchantment/Illusion spell as bonus action on-hit)
    • Location: Start of Act 3, in same area as the legendary trident (djinn). Until you get this item, use one of the other rings mentioned above.
  • Special: Bless Statue (Grants Bless until Long Rest)
    • Location: Pay Boney in the Circus of the Last Days 5000 gold to construct a statue of yourself, then look at the statue to gain the buff.
  • Elixir: Bloodlust and Hill Giant Strength are useful at different points.
Endgame Ability Scores:
  • STR: 8
  • DEX: 20
  • CON: 14
  • INT: 8
  • WIS: 10
  • CHA: 20 (16 base, +4 Secret: Mirror of Loss, Hag Hair)
Endgame Saving Throws & Other Stats:
  • Strength Saves: +2
  • Dexterity Saves: +12
  • Constitution Saves: +4
  • Intelligence Saves: +1
  • Wisdom Saves: +2
  • Charisma Saves: +11
  • Other bonuses: Bless (1D4)
  • Initiative: +5
AC Bonus Breakdown:
  • +17: Armor bonus
  • +2: Shield bonus
  • +5: Dexterity bonus
  • +1: Evasive Shoes
  • +4: Defensive Flourish (Conditional)
  • Total Armor Class: 25 (29)
Spell DC Breakdown:
  • +8: Base value
  • +5: 20 CHA
  • +4: Proficiency at 9th level or higher
  • +1: Items
  • +7: Arcane Acuity (Conditional)
  • +3: Rhapsody (Conditional)
  • Total Spell DC: 18 (28)
Ranged Attack Bonus Breakdown:
  • +5: Dexterity bonus
  • +4: Proficiency bonus at 9th level or above
  • +4: Dead Shot double Proficiency bonus
  • +2: Weapon enchantment
  • +2: Legacy of the Masters
  • +1: Drakethroat Glaive
  • +1D4 (2.5): Bless
  • +4: Advantage (Conditional)
  • +3: Rhapsody (Conditional)
  • -5: Sharpshooter (Conditional)
  • Total Maximum Ranged Attack Bonus: +20.5 (+22.5)
2: Keeper [Jaheira]
Classes: Druid of the Moon 12
Role: Tank, Melee Damage, Versatile Spellcaster (STR/CON/WIS)
Race: High Half-Elf
  • Racial Abilities: Civil Militia, Fey Ancestry, Darkvision, Half-Elf Cantrip
Proficiencies:
  • Saving Throws: Intelligence, Wisdom
  • Equipment: Clubs, Daggers, Javelins, Maces, Quarterstaves, Scimitars, Sickles, Spears, Longswords, Shortswords, Longbows, Shortbows, Pikes, Halberds, Glaives, Medium Armor, Shields
  • Skills: Animal Handling, Perception, Athletics* & Intimidation* (Soldier)
Point buy: (27 points)
  • STR: 8 {+4 Secret: Strength Potion, Mirror of Loss}
  • DEX: 16 (+1)
  • CON: 15 {+2 Feat}
  • INT: 8
  • WIS: 17 (+2)
  • CHA: 8
Character Progression:
L01 Druid 1: 1st-Level Spells
L02 Druid 2: Wild Shape, Circle of the Moon Subclass
L03 Druid 3: 2nd-Level Spells
L04 Druid 4: Tavern Brawler (+1 CON)
L05 Druid 5: 3rd-Level Spells, Wild Strike
L06 Druid 6: Primal Strike
L07 Druid 7: 4th-Level Spells
L08 Druid 8: Resilient (CON)
L09 Druid 9: 5th-Level Spells
L10 Druid 10: Improved Wild Strike
L11 Druid 11: 6th-level Spells
L12 Druid 12: War Caster

Recommended Spells (16 spells, *: bonus spells):
Druid
Cantrips: Resistance, Guidance, Thorn Whip
1st: Longstrider, Enhance Leap, Cure Wounds, Healing Word, Faerie Fire, Thunderwave
2nd: Enhance Ability, Gust of Wind
3rd: Plant Growth, Call Lightning
4th: Conjure Woodland Being, Ice Storm, Confusion
5th: Conjure Elemental, Mass Cure Wounds
6th: Heroes' Feast
Concentration: Haste, Faerie Fire, Confusion, Call Lightning

Endgame Equipment:
  • Main Hand: Staff of Spellpower (+2 Quarterstaff, +1 spell DC & spell attack, next spell cast is free (toggle passive, 1x/long rest))
    • Location: Located in the House of Hope in a vault across from the boudoir. Use this to upcast Conjure Elemental for free, then cast Heroes' Feast with your remaining slot - make sure you do this after you've summoned all your pets.
  • Shield: Absolute's Protector (Shield, Fire Shield: Chill 1x/Long Rest)
    • Location: Dropped by Z'rell in Moonrise Towers. Use this as a prep spell when you have the opportunity.
  • Ranged Weapon: Gontr Mael (+3 Longbow, Haste 1x/LR with no Lethargic)
    • Location: Looted from the Steel Watcher Titan in Steel Watch Foundry
  • Head: Fistbreaker Helm (+1 Spell DC, +1 Initiative)
    • Location: Sold by Lann Tarv in the Moonrise Towers. Until you get this from Gale, use the Haste Helm (Blighted Village).
  • Cloak: Mantle of the Holy Warrior (Cast Crusader's Mantle 1x/SR - +1D4 Radiant damage)
    • Location: Act 3, sold by Vicar Humbletoes in Stormshore Tabernacle. Note that the Radiant damage from this spell does not work on natural attacks, but it will work on attacks made by Myrmidon Wild Shape forms (not the Earth one unfortunately).
  • Armor: Armor of Moonbasking (Light Armor, +2 to AC, ADV on save vs spell, 22 THP in WS)
    • Location: Sold by Voiceless Penitent Bareki X: -157 Y: 939 in the Undercity Ruins of the Lower City sewers. Bareki is next to the Undercity Ruins Ancient Rune Circle.
  • Gloves: Gauntlet of the Tyrant (+1 Spell DC, Command (Level 3) 1x/Long Rest)
    • Location: Looted from Enver Gortash in Wyrm's Crossing, Act Three
  • Boots: Boots of Striding (Immunity to Prone while Concentrating, works in Wild Shape)
    • Location: Dropped by Minthara, or equipped by her when recruited.
  • Amulet: Khalid's Gift (+1 WIS)
    • Location: In a display case in Jaheira's Basement.
  • Ring1: Shapeshifter's Boon Ring (+1D4 to all checks & saving throws while in WS)
    • Location: Can be looted from the Strange Ox at Dammon's blacksmith in the Last Light Inn in Act 2. DO NOT KILL THE OX IN ACT 1. You can also wait til Rivington in Act 3 and complete the Strange Ox's quest, instead. Note that if you choose to do the quest, you MUST visit the Ox BEFORE leaving Rivington. If you go to Lower City, he disappears.
  • Ring2: Ring of Feywild Sparks (+1 Spell DC)
    • Location: Looted from Auntie Ethel in the basement of The Blushing Mermaid, which is where she moves to in Act 3, presumably if you spare her in Act 1 (needs confirmation). Note that this benefit is not listed in the item's description.
  • Elixir: Bloodlust or Colossus.
Endgame Ability Scores While Under Earth Myrmidon Wildshape:
  • STR: 22 (18 base, +4 Secret: Strength Potion, Mirror of Loss)
  • DEX: 10
  • CON: 18 (17 base, +1 Feat])
  • INT: 8
  • WIS: 18 (17 base, +1 Amulet])
  • CHA: 8
Endgame Saving Throws & Other Stats, Earth Myrmidon Wild Shape:
  • Strength Saves: +6
  • Dexterity Saves: +0
  • Constitution Saves: +8 (ADV on Concentration)
  • Intelligence Saves: -1
  • Wisdom Saves: +8
  • Charisma Saves: -1
  • Other bonuses: Bless (1D4), Shapeshifter's Boon Ring (1D4), ADV vs Spells
  • Initiative: +4 when opening battle in Half-Elf form
AC Bonus Breakdown, Earth Myrmidon Wildshape:
  • +18: Armor bonus
  • +2: Armor of Moonbasking
  • +2: Muck to Metal (Earth Myrmidon ability)
  • Total Armor Class: 22
Melee Attack Bonus Breakdown, Earth Myrmidon Wildshape:
  • +6: Strength bonus
  • +4: Proficiency bonus at 9th level or above
  • +6: Tavern Brawler
  • +1D4 (2.5): Bless
  • +4: Advantage (Conditional)
  • Total Maximum Melee Attack Bonus: +18.5 (+22.5)
Spell DC Breakdown:
  • +8: Base value
  • +4: 18 WIS
  • +4: Proficiency at 9th level or higher
  • +4: Items
  • Total Spell DC: 20
3: Custodian [Shadowheart]
Classes: Life Cleric 6/Abjuration Wizard 6
Role: Tank, Defensive Spellcaster (CON/WIS)
Race: High Half-Elf
  • Racial Abilities: Civil Militia, Darkvision, Fey Ancestry, Half-Elf Cantrip
Proficiencies:
  • Saving Throws: Wisdom, Intelligence
  • Equipment: Heavy Armor, Shields, Simple Weapons, Flails, Morningstars, Pikes, Spears, Halberds, Glaives
  • Skills: Medicine, History, Insight* & Religion* (Acolyte)
Point buy: (27 points)
  • STR: 8 {+1 Feat}
  • DEX: 10
  • CON: 15 {+1 Feat}
  • INT: 16 (+1)
  • WIS: 16 (+2)
  • CHA: 8
Character Progression:
L01 Wizard 1: Arcane Recovery (up to 1st-level spells), 1st-Level Spells
L02 Cleric 1: Life Domain, Disciple of Life
L03 Cleric 2: 2nd-Level Spells, Turn Undead, Preserve Life, Channel Divinity Charge
L04 Cleric 3: -
L05 Cleric 4: 3rd-Level Spells, Heavy Armor Master (+1 STR)
L06 Cleric 5: Destroy Undead
L07 Cleric 6: 4th-Level Spells, Blessed Healer, Additional Channel Divinity Charge
L08 Wizard 2: School of Abjuration (Arcane Ward, Abjuration Savant)
L09 Wizard 3: 5th-Level Spells, Arcane Recovery (up to 2nd-level spells)
L10 Wizard 4: Resilient (CON)
L11 Wizard 5: 6th-Level Spells, Arcane Recovery (up to 3rd-level spells)
L12 Wizard 6: Projected Ward

Recommended Combat Spellbook:
Cleric (9 spells, *: domain spells)
Cantrips: Guidance, Light, Sacred Flame, Resistance
1st: Healing Word, Sanctuary, Create/Destroy Water, Shield of Faith, Bless*, Cure Wounds*
2nd: Spiritual Weapon, Warding Bond, Aid*, Lesser Restoration*
3rd: Animate Dead, Spirit Guardians, Mass Healing Word, Revivify*, Beacon of Hope*
Wizard (9 spells, *: secret spells)
Cantrips: Ray of Frost, Shocking Grasp, Mage Hand, Minor Illusion, Fire Bolt* (Half-Elf)
1st: Shield, Magic Missile
2nd: Misty Step
3rd: Haste, Counterspell
4th: Conjure Minor Elemental
5th: Conjure Elemental, Sights of the Seelie*
6th: Globe of Invulnerability
Concentration: Haste

Endgame Equipment:
  • Main Hand: Phalar Aluve (+1 Finesse Longsword, 1D4 Thunder to all enemies within 6m/20ft. on-hit by anyone in party, also inflicts 1D4 penalty to CHA/WIS/INT saves (Action, 5 turns, 1x/Short Rest; can also apply pseudo-Bless ability to party, same usage)
    • Location: This weapon can be found stabbed into a rock in the Underdark (X:116, Y:-192) and can be freed by passing either A) DC 15 Strength check to yank it from the stone. or B) DC 15 Religion check to learn how to release the magic holding it in place.)
  • Main Hand2: Devotee's Mace (+3 Mace, +1D8 Radiant damage, healing aura 1D4 HP for 10 turns 1x/Long Rest)
    • Location: Reach level 10 in a Cleric class (you can use a Hireling), then cast Divine Intervention and choose the legendary weapon option. Healing aura from this will propagate the Bless effect from Whispering Promise for 10 turns. Use this as a prep ability before tough fights.
  • Shield: Viconia's Walking Fortress (+1 Shield, Advantage on saves vs spell, incoming spell attacks have Disadvantage, defensive reaction spell vs incoming melee attack hit, projectile reflect buff (2 turn duration, bonus action), Warding Bond spell 1x/long rest)
    • Location: Baldur's Gate, Lower City, House of Grief. Drops from Viconia. Until you get this, use the Adamantine Shield from Act 1 (Adamantine Forge).
  • Ranged Weapon: Darkfire Shortbow (+2 Shortbow, resistance to Fire/Cold, Haste 1x/LR)
    • Location: Sold by Dammon in at the Last Light Inn stables X: -35 Y: 169. Only take this from Keeper once they have obtained Gontr Mael.
  • Head: Helm of Balduran (+1 AC, +1 to all saves, +2 HP at start of turn, stun & crit immunity)
    • Location: Legend of Ansur questline in Act 3. Go to Wyrm's Rock prison and find two dragon torches. Shoot lightning at both to reveal a secret passage. Until you get this, Holy Lance Helm is great.
  • Cloak: Cloak of Protection (+1 AC, +1 to saves)
    • Location: Last Light Inn, purchase from Quartermaster Talli
  • Armor: Reaper's Embrace (Heavy Armor, -2 incoming damage, Immunity to forced movement, DISADV on DEX saves, Howl of the Dead 1x/SR)
    • Location: Act 2, looted from Ketheric Thorm. Use Helldusk Armor later on.
  • Gloves: The Reviving Hands (Casts Blade Ward on-heal, casts Death Ward on-revive, STR saves +1, Revivify 1x/LR)
    • Location: Bought from Vicar Humbletoes in Stormshore Tabernacle, Lower City. Until you get these, use Hellrider's Pride from Zevlor in the Druid Grove (buy/steal/reward).
  • Boots: Disintegrating Night Walkers (Immunity to Enwebbed, Entangles, Ensnare, can't slip on grease/ice. Misty Step 1x/Short Rest)
    • Location: Grymforge, kill True Soul Nere or let him die
  • Amulet: Amulet of Greater Health (Sets the user's CON to 23, ADV on CON saving throws)
    • Location: Act 3, House of Hope. Until you obtain this, the Amulet of Restoration is very nice for an extra cast of Mass Healing Word.
  • Ring1: The Whispering Promise (Free Bless for 2 turns to any healed target.)
    • Location: Merchant: Grat The Trader, Volo. If you miss getting this from Volo when you first meet him (have to press the trade button in bottom left) you'll have to save him first.
  • Ring2: Ring of Protection (+1 AC, +1 to all saves)
    • Location: Rewarded by Mol for completing the quest Steal the Sacred Idol. Complete the 'Investigate Kagha' quest first, then stealing the idol is much easier. Note: you must agree to stealing the idol initially when Mol asks you. Another tip regarding this quest: do not under any circumstances go speak to Mol before you complete the quests saving the various Tiefling children. If you do, he will never stop counting down and you will end up locked out of the quest.
  • Special: Items to recharge Arcane Ward (Shield of Devotion, Cindersnap Gloves, Khalid's Gift, True Love rings, Icebite Robe)
    • Location: 1: Quartermaster Talli at the Last Light Inn; 2: In a display case in Jaheira's Basement; 3: House of Healing X: -212 Y: 0 & Shadow-Cursed Lands X: -147 Y: 43; 4: Shadow-Cursed Lands, X: -158 Y: 73.
  • Special: Spellcrux Amulet (Restore any spell slot 1x/Long Rest on a Bonus Action)
    • Location: Act 2: Looted from The Warden in Moonrise Towers Prison X: 569 Y: -650. Use this to upcast Conjure Elemental for free.

  • Elixir: Peerless Focus for ADV on Concentration saves. Buy all the Belladonna you see. Once you've obtained the Amulet of Greater Health you can use whatever you like.
Endgame Ability Scores:
  • STR: 8
  • DEX: 10
  • CON: 23 (10 base, set to 23 by Amulet of Greater Health)
  • INT: 16
  • WIS: 16
  • CHA: 8
Endgame Saving Throws & Other Stats:
  • Strength Saves: +3
  • Dexterity Saves: +3
  • Constitution Saves: +13 (ADV)
  • Intelligence Saves: +6
  • Wisdom Saves: +10
  • Charisma Saves: +6
  • Other bonuses: Bless (1D4), ADV vs Spell
  • Initiative: +0
AC Bonus Breakdown:
  • +19: Armor bonus [Reaper's Embrace]
  • +3: Shield bonus [Viconia's Walking Fortress]
  • +1: Helm of Balduran
  • +1: Ring of Protection
  • +1: Cloak of Protection
  • Total Armor Class: 25
4: Battlemage [Gale]
Classes: Evocation Wizard 11/Fighter 1
Role: Tank, Versatile Spellcaster (INT/CON)
Race: Human
  • Racial Abilities: Civil Militia, Human Versatility
Proficiencies:
  • Saving Throws: Strength, Constitution
  • Equipment: Heavy Armor, Martial Weapons, Shields
  • Skills: Perception, Survival, History*, Arcana* (Sage), Investigation* (Human)
Vanilla Ability Score Distribution:
STR 8, DEX 13, CON 15, INT 17, WIS 10, CHA 12 (27 points)
New Distribution: (27 points)
  • STR: 8
  • DEX: 8
  • CON: 16 (+1)
  • INT: 17 (+2) {+1 ASI} {+2 Secret: Mirror Of Loss}
  • WIS: 15 {+1 ASI}
  • CHA: 8
Character Progression:
L01 Fighter 1: Defence Fighting Style, Second Wind
L02 Wizard 1: Arcane Recovery (up to 1st-level spells)
L03 Wizard 2: School of Evocation (Sculpt Spells, Evocation Savant)
L04 Wizard 3: Arcane Recovery (up to 2nd-level spells)
L05 Wizard 4: War Caster
L06 Wizard 5: Arcane Recovery (up to 3rd-level spells)
L07 Wizard 6: Potent Cantrip
L08 Wizard 7: Arcane Recovery (up to 4th-level spells)
L09 Wizard 8: ASI (+1 INT, +1 WIS)
L10 Wizard 9: Arcane Recovery (up to 5th-level spells)
L11 Wizard 10: Empowered Evocation
L12 Wizard 11: Arcane Recovery (up to 6th-level spells)

Recommended Spellbook (15 spells):
Wizard
Cantrips: Ray of Frost, Mage Hand, Shocking Grasp, Bone Chill, Minor Illusion
1st: Shield, Magic Missile
2nd: Misty Step, Mirror Image, Scorching Ray
3rd: Counterspell, Haste, Glyph of Warding, Sleet Storm, Fireball
4th: Otiluke's Resilient Sphere, Ice Storm, Fire Shield
5th: Conjure Elemental
6th: Chain Lightning
Concentration spell: Haste, Otiluke's Resilient Sphere

Endgame Equipment:
  • Main Hand: Markoheshkir (+2 Quarterstaff, +1 spell DC & spell attack, next spell cast is free (toggle passive, 1x/long rest), offensive spell self-buff one-element (choose) resistance & proficiency modifier-to-damage (lasts until long rest, 1x/short rest))
    • Location: Found in Lorroakan's Tower in Act 3. Descend to the bottom of the Tower using the floating furniture and disable the barriers. Until you get this, use Spellsparkler.
  • Shield: Ketheric's Shield (Shield, +1 to Spell Save DC & Spell Attack rolls, Shield Bash reaction, ADV on DEX saves)
    • Location: Act 2: Can be looted from Ketheric Thorm.
  • Ranged Weapon: Hellrider Longbow (+1 Longbow, +3 Initiative, ADV on Perception checks)
    • Location: Act 3: Sold by Ferg Drogher in Rivington, NOTE: you must NOT have Shadowheart in your party when you approach this guy or you'll miss the item! Ne'er Misser and Hellfire Hand Crossbow are nice midgame items that grant you a free cast of a useful spell.
  • Head: Hood of the Weave (+2 to Spell DC and Spell Attack rolls)
    • Location: Act 3: Philgrave's Mansion, purchase from Mystic Carrion. Until you get this, Fistbreaker Helm is a good item from Lann Tarv in the Moonrise Towers (CH2), and Grym's helm is nice in Act 1.
  • Cloak: Cloak of Displacement (Grants Displacement at start of turn until damage taken)
    • Location: Act 3: Sold by the trader Entharl Danthelon in Danthelon's Dancing Axe in Wyrm's Crossing.
  • Armor: Armor of Persistence (+2 Full Plate, -2 damage taken, permanent Blade Ward & Resistance spells)
    • Location: Act 3, purchase from Dammon. Make sure you don't kill the ox in Act 1, save the Tieflings, etc. Until you get this, any armor is fine, but there is a nice armor in Act 2 called Dwarven Splintmail (Lann Tarv, Moonrise).
  • Gloves: Gloves of Dexterity (+1 Attack rolls, DEX set to 18)
    • Location: Crèche Y'llek, from A'jak'nir Jeera. Note: apparently she always drops these gloves when you kill her.
  • Boots: Helldusk Boots (Immunity to Prone, Difficult Terrain, etc; Use reaction to succeed at saving throw 1x/Long Rest, bonus action teleport 18m 1x/Short Rest)
    • Location: Act 3: Found in a locked Gilded Chest X: -32 Y: 219 on the top floor of Wyrm's Rock Fortress in Wyrm's Crossing. Before you get these, use the Boots of Speed (Underdark) and also the Acrobat Boots (Last Light Inn).
  • Amulet: Amulet of the Devout (+2 to Spell DC)
    • Location: Stormshore Tabernacle basement. Until you get this, use Psychic Spark from the vendor in the Myconid Colony.
  • Ring1: Callous Glow Ring (+2 Radiant damage to illuminated targets)
    • Location: Act 2: Gauntlet of Shar. In the treasure room near Balthazar's room. Ensure you have the Light cantrip active, or some other illumination, on/near the target.
  • Ring2: Coruscation Ring (2t Radiating Orb on-spell damage)
    • Location: Found in a trapped Heavy Chest in the cellar X: 47 Y: -738 of Last Light Inn.
      This chest is in a secret area. It is reached by going through a set of Double Oak Doors that are blocked by a destructible spiderweb and a pile of crates. The room beyond has a Cracked Wall, which, when broken, will grant access to the secret area containing the chest.
  • Special: Curriculum of Strategy: Artistry of War (Spell Scroll, deals 12D6 + 36 Force damage to a target within 18m/54ft.)
    • Location: Act 3: scribed from a Scroll of Artistry of War, which is obtained by reading The Red Knight's Final Stratagem in the vault of Sorcerous Sundries. The book can be found at X: 368 Y: 1057, behind a wall north of the entry portal to the vault, locked behind a hidden button (DC 15 Perception).
  • Elixir: Elixir of Battlemage's Power to obtain +3 Spell DC until next Long Rest.
Endgame Ability Scores:
  • STR: 8
  • DEX: 18 (8 base, set to 18 by Gauntlets of Dexterity)
  • CON: 16
  • INT: 20 (18 base, +2 Secret: Mirror of Loss)
  • WIS: 16
  • CHA: 8
Endgame Saving Throws & Other Stats:
  • Strength Saves: -1
  • Dexterity Saves: +4 (ADV)
  • Constitution Saves: +7 (ADV on Concentration)
  • Intelligence Saves: +9
  • Wisdom Saves: +3
  • Charisma Saves: -1
  • Other bonuses: Bless (1D4), Resistance (1D4)
  • Initiative: +7
AC Bonus Breakdown:
  • +20: Armor Bonus (Armor of Persistence)
  • +2: Shield bonus
  • +1: Defence Fighting Style
  • +5: Shield spell (conditional)
  • +9: Mirror Image (conditional)
  • Total Armor Class: 23 (+14)
Spell DC Breakdown:
  • +8: Base value
  • +5: 20 INT
  • +4: Proficiency at 9th level or higher
  • +6: Items
  • +3: Elixir of Battlemage's Power
  • Total Spell DC: 26
-=- The Martial Party -=-
WIP bear with me.

A party of martial builds that eschews spellcasting entirely - no class is allowed that has spell slots. This party is designed for a morally grey playthrough where you save the Tieflings and the Druid Grove but are not necessarily a 'good guy'. Dark Urge and Illithid power use is strongly recommended. This party is intended for use in Honour mode.

Party Roles

Marauder

  • Weaknesses:
Warlord

  • Weaknesses:
Nightbringer

  • Weaknesses:
Corsair

  • Weaknesses:
1: OH Monk [Dark Urge]
Classes: Open Hand Monk 8/Thief 4
Role: Tank, Melee Damage (DEX/WIS)
Race: Wood Elf
  • Racial Abilities: Darkvision, Elven Weapon Training, Fey Ancestry, Fleet of Foot
Proficiencies:
  • Saving Throws: Strength, Dexterity
  • Equipment: Simple Weapons, Shortswords, Longswords, Longbows, Shortbows
  • Skills: Insight, Athletics, Medicine* & Intimidation* (Haunted One), Perception* & Stealth* (Wood Elf)
  • Expertise: Stealth, Athletics
Point buy: (27 points)
  • STR: 8
  • DEX: 16 (+1)
  • CON: 15 {+1 Feat}
  • INT: 8
  • WIS: 17 (+2) {+1 Feat, +2 ASI, +1 Amulet} {+3 Secret: Hag Hair, Mirror of Loss}
  • CHA: 8
Character Progression:
L01 Rogue 1: Expertise (Stealth, Perception), Sneak Attack 1D6
L02 Monk 1: Unarmoured Defence, Ki Points, Flurry of Blows
L03 Monk 2: Patient Defence, Step of the Wind
L04 Monk 3: Deflect Missiles, Way of the Open Hand Subclass, Improved Flurry
L05 Monk 4: Tavern Brawler (+1 CON), Slow Fall
L06 Monk 5: Extra Attack
L07 Monk 6: Imp. Movement, Ki Strikes, Manifestation, Wholeness of Body
L08 Monk 7: Evasion, Stillness of Mind
L09 Monk 8: Resilient (WIS)
L10 Rogue 2: Cunning Action
L11 Rogue 3: Sneak Attack 2D6, Thief Subclass, Fast Hands, Second Story Work
L12 Rogue 4: ASI (+2 WIS)

Endgame Equipment:
  • Ranged Weapon: Gontr Mael (+3 Longbow, Haste 1x/LR with no Lethargic)
    • Location: Looted from the Steel Watcher Titan in Steel Watch Foundry. Until you get this, you can equip any bow you like.
  • Head: Helldusk Helmet (+2 saves vs spells, Immunity to Blind/Critical Hits)
    • Location: Found in the House of Hope in a vault across from the entrance to the Boudoir. The player will need to pass a DC10 Wisdom check to activate the Inert Infernal Gem and then a DC20 Arcana check to use the Infernal Control Gem to open the door. The helmet will be located in the treasure pile X: -6482 Y: 2939.
  • Cloak: Cloak of Protection (+1 AC, +1 to saves)
    • Location: Last Light Inn, purchase from Quartermaster Talli
  • Armor: Vest of Soul Rejuvenation (Clothing, +2 AC, reaction counter, heal on-spell save)
    • Location: Sold by Rolan/Lorroakan's Projection in Sorcerous Sundries, or pickpocketed from Rolan in Ramazith's Tower
  • Gloves: Gloves of Soul Catching (1D10 Force damage, +2 CON, +10 HP on-hit 1x/turn)
    • Location: Reward for Save Hope, a quest in Chapter Three of Baldur's Gate 3. It can be started by entering the House of Hope and speaking to Hope. Until you get this, you should use the Bracers of Defence (CH1, in the secret area of the Apothecary's Cellar beneath the Blighted Village, in a gilded chest X: -656 Y: -370.) You could upgrade to Gloves of Crushing (Act 2, Roah Moonglow in Moonrise Towers) later.
  • Boots: Boots of Uninhibited Kushigo (Adds WIS modifier to Unarmed Strike damage)
    • Location: Dropped by Prelate Lir'i'c, as you enter Act Three
  • Amulet: Khalid's Gift (+1 WIS (up to 21), Aid spell 1x/LR)
    • Location: In a display case in Jaheira's Basement.
  • Amulet2: Silver Pendant (Grants the Guidance cantrip)
    • Location: Looted from a skeleton on the Harper Outpost southwest of the Druid Grove (X:152, Y:366). To reach this area, jump up two small ridges and climb a wooden ladder. Use this amulet when exploring towns, speaking to NPCs, etc.
  • Ring1: Ring of Protection (+1 AC, +1 to all saves)
    • Location: Rewarded by Mol for completing the quest Steal the Sacred Idol. Complete the 'Investigate Kagha' quest first, then stealing the idol is much easier. Note: you must agree to stealing the idol initially when Mol asks you. Another tip regarding this quest: do not under any circumstances go speak to Mol before you complete the quests saving the various Tiefling children. If you do, he will never stop counting down and you will end up locked out of the quest.
  • Ring2: After Death Do Us Part (On-down be resurrected with half HP restored)
    • Location: Quest - Free the Artist: Pay for Oskar in the Zhentarim basement in Act 1, then in Act 3 fighting Kerri and telling Jannath the truth rewards Til Death Do Us Part. Oskar will leave and drop After Death Do Us Part on the floor just outside the bedroom.
  • Special: Smuggler's Ring (+2 Stealth & Sleight of Hand)
    • Location: Looted from a Skeleton, hidden in a bush on the lower path following the river, near the broken bridge section at The Risen Road (X:57, Y:514).
  • Special: BOOOAL's Blessing (ADV on Attack Rolls vs Bleeding creatures)
    • Location: Sacrifice a companion (not hireling) to BOOOAL in the Festering Cove (Underdark, X: 76 Y: -242). The idea here is to give this buff to everyone except Karlach - remember to bring Wyll and Shadowheart to the cove. Lae'zel is a suitable sacrifice for this playthrough. Be careful, if anyone dies, they will lose the buff - so try to avoid that.
  • Special: Bless Statue (Grants Bless until Long Rest)
    • Location: Pay Boney in the Circus of the Last Days 5000 gold to construct a statue of yourself in your camp, then look at the statue to gain the buff.
  • Elixir: Cloud Giant Strength, or any STR Elixir that you have available.
    • Location: If you give Derryth Bonecloak the Noblestalk during Find The Mushroom Picker, her store in Lower City sometimes has 2 of these for sale.
Endgame Ability Scores:
  • STR: 27 (8 base, set to 27 by Elixir of Cloud Giant Strength)
  • DEX: 16
  • CON: 18 (16 base, +2 Gloves of Soul Catching)
  • INT: 8
  • WIS: 24 (20 base, +1 Khalid's Gift, +3 Secret: Hag Hair, Mirror of Loss)
  • CHA: 3
Endgame Saving Throws & Other Stats:
  • Strength Saves: +14
  • Dexterity Saves: +9
  • Constitution Saves: +4 (ADV)
  • Intelligence Saves: +1
  • Wisdom Saves: +11
  • Charisma Saves: +1
  • Other Bonuses: Bless (+1D4), Sing (+1D4, INT/WIS/CHA only)
  • Initiative: +8
AC Bonus Breakdown:
  • +10: Armor bonus
  • +3: Dexterity bonus
  • +7: Wisdom bonus
  • +1: Ring of Protection
  • +1: Cloak of Protection
  • +2: Vest of Soul Rejuvenation
  • +1: Warding Bond (Conditional)
  • Total Armor Class: 25 (26)
Melee Attack Bonus Breakdown:
  • +8: Strength bonus
  • +8: Tavern Brawler
  • +4: Proficiency bonus at 9th level or above
  • +1D4 (2.5): Bless (Bless Statue)
  • +1D4 (2.5): Sing (Phalar Aluve)
  • +4: Advantage (Prone, Bleeding)
  • Total Maximum Melee Attack Bonus: +29
2: Warlord [Karlach]
Classes: Barbarian 8/Fighter 4
Role: Tank, CC (STR/CON)
Race: Zariel Tiefling
  • Racial Abilities: Hellish Resistance (Fire), Darkvision
  • Racial Spells: Thaumaturgy, Searing Smite (1x/rest), Branding Smite (1x/rest)
Proficiencies:
  • Saving Throws: Strength, Constitution
  • Equipment: Martial Weapons, Medium Armour
  • Skills: Perception, Nature, Athletics* & Survival* (Outlander)
Point buy: (27 points)
  • STR: 16 (+1) {+2 ASI} {+2 Secret: Mirror of Loss}
  • DEX: 10
  • CON: 16 (+2)
  • INT: 8
  • WIS: 15 {+1 Feat}
  • CHA: 8
Character Progression:
L01 Barbarian 1: Rage, Unarmoured Defence
L02 Barbarian 2: Reckless Attack, Danger Sense
L03 Barbarian 3: Wild Heart subclass, Tiger Heart
L04 Barbarian 4: Dual Wielder
L05 Barbarian 5: Extra Attack, Fast Movement
L06 Barbarian 6: Aspect of the Tiger
L07 Barbarian 7: Feral Instinct
L08 Barbarian 8: Resilient (WIS)
L09 Fighter 1: TWF Fighting Style, Second Wind
L10 Fighter 2: Action Surge
L11 Fighter 3: Battle Master Subclass
L12 Fighter 4: ASI (+2 STR)

Endgame Equipment:
  • Main Hand: Shattered Flail (+2 Mace, +1D6 heal-on-hit)
    • Location: Looted from Flind, the Gnoll leader attacking the Zhent caravan on The Risen Road. If you fail to hit at least 1 target in any given round, you will be subjected to a DC12 Wisdom saving throw or you will go Mad. I have designed the character so that the chance of this happening is extremely low.
  • Off-hand: Phalar Aluve (+1 Longsword, 6m/20ft. aura grants +1D4 to Attack Rolls & CHA/WIS/INT saves, uses Action, lasts 5 turns, 1x/Short Rest)
    • Location: This weapon can be found stabbed into a rock in the Underdark (X:116, Y:-192) and can be freed by passing either A) DC 15 Strength check to yank it from the stone. or B) DC 15 Religion check to learn how to release the magic holding it in place.
  • Special: Flail of Ages (+1 Flail, Elemental Age 1X/LR)
    • Location: Sold by Fytz the Firecracker at Stormshore Armoury. Equip then cast EA, it will affect your main hand, then re-equip Phalar Aluve.
  • Ranged Weapon: Hellrider Longbow (+1 Longbow, +3 Initiative, ADV on Perception checks)
    • Location: Sold by Ferg Drogher in Rivington.
  • Head: Steelwatcher Helmet (Immunity to Blindness, Darkvision 12m/40ft., ADV on CON saves)
    • Location: Can be found on a table in the Steel Watch Foundry X: -275 Y: -134 in the Lower City of Baldur's Gate.
  • Cloak: Cloak of Elemental Absorption (Resistance to elemental dmg 1x/SR)
    • Location: Act 2, looted from an Opulent Chest X: -170 Y: -171 in Ketheric Thorm's chambers on the First Floor of Moonrise Towers.
  • Armor: Adamantine Scale Mail (Medium Armor, Incoming Damage -1, Immunity to Critical Hits, enemies suffer 2t of Reeling on-incoming hit)
    • Location: Forged in The Adamantine Forge. Forging this armour requires the Scale Mail Mould (near the Ancient Forge Waypoint on the floor next to a standing torch X: -618 Y: 264) and one Mithral Ore.
  • Gloves: Legacy of the Masters (+2 Attack/Damage rolls, +1 STR saves)
    • Location: Act 3, purchase from Dammon. Be careful, you can lose access to this guy. Don't kill the ox in Act 1, for example. Until you get these, use Reason's Grasp (The Risen Road X: 37 Y: 644) for some easy temporary HP in a pinch. Later, you can switch to Jhannyl's Gloves (looted from Isobel, Act 2).
  • Boots: Disintegrating Night Walkers (Immunity to Enwebbed, Entangles, Ensnare, can't slip on grease/ice. Misty Step 1x/Short Rest)
    • Location: Grymforge, kill True Soul Nere or let him die
  • Amulet: Periapt of Wound Closure (Automatic stabilise on downed, max healing on die roll)
    • Location: Sold by Lady Esther at the Rosymorn Monastery Trail, after taking the Mountain Path.
  • Ring1: The Whispering Promise (Free Bless for 2 turns to any healed target.)
    • Location: Merchant: Grat The Trader, Volo. If you miss getting this from Volo when you first meet him (have to press the trade button in bottom left) you'll have to save him first.
  • Ring2: Ring of Regeneration (+1D4 HP healed at turn start)
    • Location: Sold by Rolan/Lorroakan's Projection in Sorcerous Sundries, or pickpocketed from Rolan in Ramazith's Tower. Can also use Caustic Band (Myconid Colony).
  • Special: True Love's Embrace (Warding Bond on matched ring holder 1x/Long Rest)
    • Location: Can be found on a skeleton laying on a mattress on the ground on the House of Healing X: -212 Y: 0. Use this item to cast the spell on an ally then re-equip your other ring.
  • Special: Viconia's Walking Fortress (+1 Shield, Advantage on saves vs spell, incoming spell attacks have Disadvantage, defensive reaction spell vs incoming melee attack hit, projectile reflect buff (2 turn duration, bonus action), Warding Bond spell 1x/long rest)
    • Location: Baldur's Gate, Lower City, House of Grief. Drops from Viconia. Use this to cast Warding Bond on a party member, then re-equip your off-hand weapon.
  • Elixir: doesn't really need one, but Bloodlust or Colossus are fine.
Endgame Ability Scores:
  • STR: 20 (18 base, +2 Secret: Mirror of Loss)
  • DEX: 10
  • CON: 16
  • INT: 8
  • WIS: 16 (15 base, +1 Feat)
  • CHA: 8
Endgame Saving Throws & Other Stats:
  • Strength Saves: +
  • Dexterity Saves: +
  • Constitution Saves: +
  • Intelligence Saves: +
  • Wisdom Saves: +9
  • Charisma Saves: +
  • Other Bonuses: Bless (+1D4), Sing (+1D4, INT/WIS/CHA only)
  • Initiative: +
AC Bonus Breakdown:
  • +16: Armor bonus
  • +1: Dual Wielder
  • Total Armor Class: 17
Melee Weapon Attack Bonus Breakdown:
  • +5: Strength bonus
  • +4: Proficiency bonus at 9th level or above
  • +2: Weapon enchantment
  • +1: Elemental Age
  • +2: Legacy of the Masters
  • +1D4 (2.5): Bless (Staff of Arcane Blessing)
  • +1D4 (2.5): Sing (Phalar Aluve)
  • +4: Advantage (Prone, Reckless Attack)
  • Total Maximum Melee Attack Bonus: +22
3: Marauder [Dark Urge]
Classes: Open Hand Monk 8/Thief 4
Role: Tank, Melee Damage (DEX/WIS)
Need to be reconfigured for companion, bear with me
Race: Wood Elf
  • Racial Abilities: Darkvision, Elven Weapon Training, Fey Ancestry, Fleet of Foot
Proficiencies:
  • Saving Throws: Strength, Dexterity
  • Equipment: Simple Weapons, Shortswords, Longswords, Longbows, Shortbows
  • Skills: Insight, Athletics, Medicine* & Intimidation* (Haunted One), Perception* & Stealth* (Wood Elf)
  • Expertise: Stealth, Athletics
Point buy: (27 points)
  • STR: 8
  • DEX: 16 (+1)
  • CON: 15 {+1 Feat}
  • INT: 8
  • WIS: 17 (+2) {+1 Feat, +2 ASI, +1 Amulet} {+3 Secret: Hag Hair, Mirror of Loss}
  • CHA: 8
Character Progression:
L01 Monk 1: Unarmoured Defence, Ki Points, Flurry of Blows
L02 Monk 2: Patient Defence, Step of the Wind
L03 Monk 3: Deflect Missiles, Way of the Open Hand Subclass, Improved Flurry
L04 Monk 4: Tavern Brawler (+1 CON), Slow Fall
L05 Monk 5: Extra Attack
L06 Monk 6: Imp. Movement, Ki Strikes, Manifestation, Wholeness of Body
L07 Monk 7: Evasion, Stillness of Mind
L08 Monk 8: Resilient (WIS)
L09 Rogue 1: Expertise (Stealth, Perception), Sneak Attack 1D6
L10 Rogue 2: Cunning Action
L11 Rogue 3: Sneak Attack 2D6, Thief Subclass, Fast Hands, Second Story Work
L12 Rogue 4: ASI (+2 WIS)

Endgame Equipment:
  • Ranged Weapon: Gontr Mael (+3 Longbow, Haste 1x/LR with no Lethargic)
    • Location: Looted from the Steel Watcher Titan in Steel Watch Foundry. Until you get this, you can equip any bow you like.
  • Head: Helldusk Helmet (+2 saves vs spells, Immunity to Blind/Critical Hits)
    • Location: Found in the House of Hope in a vault across from the entrance to the Boudoir. The player will need to pass a DC10 Wisdom check to activate the Inert Infernal Gem and then a DC20 Arcana check to use the Infernal Control Gem to open the door. The helmet will be located in the treasure pile X: -6482 Y: 2939.
  • Cloak: Cloak of Protection (+1 AC, +1 to saves)
    • Location: Last Light Inn, purchase from Quartermaster Talli
  • Armor: Vest of Soul Rejuvenation (Clothing, +2 AC, reaction counter, heal on-spell save)
    • Location: Sold by Rolan/Lorroakan's Projection in Sorcerous Sundries, or pickpocketed from Rolan in Ramazith's Tower
  • Gloves: Gloves of Soul Catching (1D10 Force damage, +2 CON, +10 HP on-hit 1x/turn)
    • Location: Reward for Save Hope, a quest in Chapter Three of Baldur's Gate 3. It can be started by entering the House of Hope and speaking to Hope. Until you get this, you should use the Bracers of Defence (CH1, in the secret area of the Apothecary's Cellar beneath the Blighted Village, in a gilded chest X: -656 Y: -370.) You could upgrade to Gloves of Crushing (Act 2, Roah Moonglow in Moonrise Towers) later.
  • Boots: Boots of Uninhibited Kushigo (Adds WIS modifier to Unarmed Strike damage)
    • Location: Dropped by Prelate Lir'i'c, as you enter Act Three
  • Amulet: Khalid's Gift (+1 WIS (up to 21), Aid spell 1x/LR)
    • Location: In a display case in Jaheira's Basement.
  • Amulet2: Silver Pendant (Grants the Guidance cantrip)
    • Location: Looted from a skeleton on the Harper Outpost southwest of the Druid Grove (X:152, Y:366). To reach this area, jump up two small ridges and climb a wooden ladder. Use this amulet when exploring towns, speaking to NPCs, etc.
  • Ring1: Ring of Protection (+1 AC, +1 to all saves)
    • Location: Rewarded by Mol for completing the quest Steal the Sacred Idol. Complete the 'Investigate Kagha' quest first, then stealing the idol is much easier. Note: you must agree to stealing the idol initially when Mol asks you. Another tip regarding this quest: do not under any circumstances go speak to Mol before you complete the quests saving the various Tiefling children. If you do, he will never stop counting down and you will end up locked out of the quest.
  • Ring2: After Death Do Us Part (On-down be resurrected with half HP restored)
    • Location: Quest - Free the Artist: Pay for Oskar in the Zhentarim basement in Act 1, then in Act 3 fighting Kerri and telling Jannath the truth rewards Til Death Do Us Part. Oskar will leave and drop After Death Do Us Part on the floor just outside the bedroom.
  • Special: Smuggler's Ring (+2 Stealth & Sleight of Hand)
    • Location: Looted from a Skeleton, hidden in a bush on the lower path following the river, near the broken bridge section at The Risen Road (X:57, Y:514).
  • Special: BOOOAL's Blessing (ADV on Attack Rolls vs Bleeding creatures)
    • Location: Sacrifice a companion (not hireling) to BOOOAL in the Festering Cove (Underdark, X: 76 Y: -242). The idea here is to give this buff to everyone except Karlach - remember to bring Wyll and Shadowheart to the cove. Lae'zel is a suitable sacrifice for this playthrough. Be careful, if anyone dies, they will lose the buff - so try to avoid that.
  • Special: Bless Statue (Grants Bless until Long Rest)
    • Location: Pay Boney in the Circus of the Last Days 5000 gold to construct a statue of yourself in your camp, then look at the statue to gain the buff.
  • Elixir: Cloud Giant Strength, or any STR Elixir that you have available.
    • Location: If you give Derryth Bonecloak the Noblestalk during Find The Mushroom Picker, her store in Lower City sometimes has 2 of these for sale.
Endgame Ability Scores:
  • STR: 27 (8 base, set to 27 by Elixir of Cloud Giant Strength)
  • DEX: 16
  • CON: 18 (16 base, +2 Gloves of Soul Catching)
  • INT: 8
  • WIS: 24 (20 base, +1 Khalid's Gift, +3 Secret: Hag Hair, Mirror of Loss)
  • CHA: 3
Endgame Saving Throws & Other Stats:
  • Strength Saves: +14
  • Dexterity Saves: +9
  • Constitution Saves: +4 (ADV)
  • Intelligence Saves: +1
  • Wisdom Saves: +11
  • Charisma Saves: +1
  • Other Bonuses: Bless (+1D4), Sing (+1D4, INT/WIS/CHA only)
  • Initiative: +8
AC Bonus Breakdown:
  • +10: Armor bonus
  • +3: Dexterity bonus
  • +7: Wisdom bonus
  • +1: Ring of Protection
  • +1: Cloak of Protection
  • +2: Vest of Soul Rejuvenation
  • +1: Warding Bond (Conditional)
  • Total Armor Class: 25 (26)
Melee Attack Bonus Breakdown:
  • +8: Strength bonus
  • +8: Tavern Brawler
  • +4: Proficiency bonus at 9th level or above
  • +1D4 (2.5): Bless (Bless Statue)
  • +1D4 (2.5): Sing (Phalar Aluve)
  • +4: Advantage (Prone, Bleeding)
  • Total Maximum Melee Attack Bonus: +29
4: Corsair [Wyll]
Classes: Battle Master 12
Role: Ranged Damage, CC (STR/DEX)
Race: Human
  • Racial Abilities: Civil Militia, Human Versatility
Proficiencies:
  • Saving Throws: Strength, Constitution
  • Equipment: Martial Weapons, Shields, Heavy Armor
  • Skills: Athletics, Perception, Animal Handling* & Survival* (Folk Hero), Stealth* (Human)
  • Battle Master Maneuvers: ???
Vanilla Ability Score Distribution:
STR 8, DEX 13, CON 15, INT 17, WIS 10, CHA 12 (27 points)
New Distribution: (27 points)
  • STR: 16 (+1)
  • DEX: 17 (+2) {+1 Feat} {+2 ASI} {+2 Secret: Mirror Of Loss}
  • CON: 14
  • INT: 8
  • WIS: 10
  • CHA: 8
Character Progression:
L01 Fighter 1: Archery Fighting Style, Second Wind
L02 Fighter 2: Action Surge
L03 Fighter 3: Battle Master subclass, Combat Superiority (4x D8), +3 Maneuvers
L04 Fighter 4: Resilient (DEX)
L05 Fighter 5: Extra Attack
L06 Fighter 6: ASI (+2 DEX)
L07 Fighter 7: Combat Superiority (5x D8), +2 Maneuvers
L08 Fighter 8: Sharpshooter
L09 Fighter 9: Indomitable
L10 Fighter 10: Improved Combat Superiority (5x D10), +2 Maneuvers
L11 Fighter 11: Improved Extra Attack
L12 Fighter 12: ASI (+2 STR)

Endgame Equipment:
  • Main Hand: Rhapsody (+1 Dagger, up to +3 to attack rolls/damage/spell DC, +1 on-kill)
    • Location: Dropped by Cazador Szarr. Until you get this, Knife of the Undermountain King (Sold by A'jak'nir Jeera in Crèche Y'llek) is exceptional.
  • Shield: Viconia's Walking Fortress (+1 Shield, Advantage on saves vs spell, incoming spell attacks have Disadvantage, defensive reaction spell vs incoming melee attack hit, projectile reflect buff (2 turn duration, bonus action), Warding Bond spell 1x/long rest)
    • Location: Baldur's Gate, Lower City, House of Grief. Drops from Viconia.
  • Special: Drakethroat Glaive (+2 Glaive, buff a weapon +1 to Attack Rolls & 1D4 elemental dmg until next Long Rest - recommend Thunder or Acid)
    • Location: Bought from Roah Moonglow, Moonrise Towers. Drop your bow and cast this weapon's ability on it.
  • Special: Staff of Arcane Blessing (+1 Quarterstaff, Bless 1x/LR)
    • Location: CH1, Underdark: found leaning up against a table in the basement of the Arcane Tower - Guiding Light ring required, obtained from Bernard (the robot). Use this item to cast Bless before fights.
  • Ranged Weapon: Titanstring Bow (+1 Longbow, STR modifier to damage rolls)
    • Location: Brem in the Zhentarim Hideout after completing Find the Missing Shipment.
      Lann Tarv in the Main Floor of Moonrise Towers. Other bows worth using depending on the situation are: The Dead Shot (Act 3, Fytz the Firecracker, Stormshore Armoury); Bow of the Banshee (Act 1, Underdark, Corsair Greymon).
  • Head: Horns of the Berserker (+2 to Attack rolls vs wounded enemies, +2 Necrotic damage when not at full health)
    • Location: Sold by Entharl Danthelon in Wyrm's Crossing in Act Three. Make sure you use Psionic Overload to enable this.
  • Cloak: Cloak of Displacement (Displacement at start of turn until damage taken)
    • Location: Sold by the trader Entharl Danthelon in Danthelon's Dancing Axe in Wyrm's Crossing.
  • Armor: Armor of Agility (+2 Half-Plate, unlimited DEX bonus, +2 to all saves)
    • Location: Sold by Gloomy Fentonson at Stormshore Armoury during Chapter Three.
      Until you obtain this, you can use the Yuan-Ti armor from Talli in the Last Light Inn (CH2).
  • Gloves: Gauntlets of the Warmaster (+1 Attack, enemy has DISADV on saves vs Battle Master maneuvers and weapon action, e.g. Hamstring Shot)
    • Location: Sold by the trader Entharl Danthelon in Danthelon's Dancing Axe in Wyrm's Crossing. Until you get these, use Wondrous Gloves (Act 1, Grymforge, on a Mimic enemy) for the invaluable AC bonus. You can also use the Gloves of Archery (Grat the Trader, Goblin Camp) if you prefer.
  • Boots: Helldusk Boots (Immunity to Prone, Difficult Terrain, etc; Use reaction to succeed at saving throw 1x/Long Rest, bonus action teleport 18m 1x/Short Rest)
    • Location: Act 3: Found in a locked Gilded Chest X: -32 Y: 219 on the top floor of Wyrm's Rock Fortress in Wyrm's Crossing. Before you get these, consider using the Boots of Speed (Underdark) and also the Acrobat Boots (Last Light Inn).
  • Amulet: Amulet of Greater Health (Sets the user's CON to 23, ADV on CON saving throws)
    • Location: Act 3, House of Hope. Until you get these, it's invaluable to have Amulet of the Harpers (Quartermaster Talli at the Last Light Inn) equipped due to your very low WIS saves.
  • Ring1: Eversight Ring (Immunity to Blindness)
    • Location: Act 2: Looted from Opulent Chest in the House of Healing MorgueX: 9 Y: -981.
  • Ring2: Caustic Band (+2 Acid weapon damage)
    • Location: Act 1, Underdark: bought from Derryth Bonecloak in the Myconid Colony.
  • Elixir: Cloud Giant Strength, or any STR Elixir you can find. When you're not using an Elixir, consider using a different bow, such as The Dead Shot.
Endgame Ability Scores:
  • STR: 27 (16 base, set to 27 by Elixir of Cloud Giant Strength)
  • DEX: 22 (20 base, +2 Secret: Mirror of Loss)
  • CON: 14
  • INT: 8
  • WIS: 10
  • CHA: 8
Endgame Saving Throws & Other Stats:
  • Strength Saves: +14
  • Dexterity Saves: +12
  • Constitution Saves: +8
  • Intelligence Saves: +1
  • Wisdom Saves: +2
  • Charisma Saves: +1
  • Other bonuses: Bless (1D4), Sing (+1D4, INT/WIS/CHA only)
  • Initiative: +6
AC Bonus Breakdown:
  • +17: Armor bonus (Armor of Agility)
  • +6: Dexterity bonus
  • +3: Shield bonus
  • +1: Warding Bond (Conditional)
  • Total Armor Class: 26 (27)
Ranged Weapon Attack Bonus Breakdown:
  • +6: Dexterity bonus
  • +4: Proficiency bonus at 9th level or above
  • +2: Archery Fighting Style
  • +1: Weapon Enchantment
  • +1: Drakethroat Glaive
  • +1: Gauntlets of the Warmaster
  • +2: Horns of the Berserker
  • +1D4 (2.5): Bless (Staff of Arcane Blessing)
  • +1D4 (2.5): Sing (Phalar Aluve)
  • +4: Advantage (Bleeding)
  • -5: Sharpshooter
  • +3: Rhapsody (Conditional)
  • Total Maximum Ranged Attack Bonus: +21 (+24 with Rhapsody)
-=- The Nightmare Party -=-
Needs to be updated, bear with me


Party Roles

Warlord
Warden
Malefactor
Oppressor
1: Sorcerer [Dark Urge]
Classes: Sorcerer 12
Role: Offensive & Defensive Spellcaster, CC (CHA/CON)
Race: Wood Half-Elf
  • Racial Abilities: Civil Militia, Darkvision, Fey Ancestry, Half-Elf Cantrip
Proficiencies:
  • Saving Throws: Constitution, Charisma
  • Sorcerer: Daggers, Quarterstaves, Light Crossbows
  • Half-Elf: Light Armor, Shields, Pikes, Spears, Halberds, Glaives
  • Skills: Insight, Persuasion, Medicine* & Intimidation* (Haunted One), Stealth* (Half-Elf)
Point buy: (27 points)
  • STR: 8
  • DEX: 14
  • CON: 16 (+1)
  • INT: 8
  • WIS: 10
  • CHA: 17 (+2) {+1 Feat, +2 ASI} {+4 Secret: Mirror of Loss, Hag Hair}
Character Progression:
L01 Sorcerer 1:
L02 Sorcerer 2:
L03 Sorcerer 3:
L04 Sorcerer 4: Actor (Proficiency & Expertise in Deception, Performance)
L05 Sorcerer 5:
L06 Sorcerer 6:
L07 Sorcerer 7:
L08 Sorcerer 8: Shield Master
L09 Sorcerer 9:
L10 Sorcerer 10:
L11 Sorcerer 11:
L12 Sorcerer 12: ASI (+2 CHA)

Recommended Spells (*: bonus spells):
Sorcerer
Cantrips: Minor Illusion, Shocking Grasp, Ray of Frost, Friends, Bone Chill, Light
1st:
2nd:
3rd:
4th:
5th:
6th:

Endgame Equipment:
  • Main Hand: Markoheshkir (+2 Quarterstaff, +1 spell DC & spell attack, next spell cast is free (toggle passive, 1x/long rest), offensive spell self-buff one-element (choose) resistance & proficiency modifier-to-damage (lasts until long rest, 1x/short rest))
    • Location: Found in Lorroakan's Tower in Act 3. Descend to the bottom of the Tower using the floating furniture and disable the barriers. Until you get this, Mourning Frost is a nice staff to use with Ray of Frost spam (Combine the components carried by the three Drow mages competing to discover the Adamantine Forge, Underdark). Or you could just use any +1 Spell DC staff. Or Spellsparkler.
  • Shield: Ketheric's Shield (Shield, +1 to Spell Save DC & Spell Attack rolls, Shield Bash reaction, ADV on DEX saves)
    • Location: Can be looted from Ketheric Thorm.
  • Ranged Weapon: Hellrider Longbow (+1 Longbow, +3 Initiative, ADV on Perception checks)
    • Location: Sold by Ferg Drogher in Rivington.
  • Head: Hood of the Weave (+2 to Spell DC and Spell Attack rolls)
    • Location: Philgrave's Mansion, purchase from Mystic Carrion. Until you get this, Fistbreaker Helm is a good item from Lann Tarv in the Moonrise Towers (CH2).
  • Cloak: Cloak of the Weave (+1 to Spell DC and Spell Attack rolls, halve elemental damage 1x/Short Rest)
    • Location: Sold by the demonologist called Helsik who takes you to Raphael's house, she has a shop called the Devil's Fee.
  • Armor: Robe of Supreme Defenses (Clothing, +1 AC & +CHA to saves while concentrating)
    • Location: Purchased from Ferg Drogher near Requisitioned Barn in Rivington during Act Three.
  • Gloves: Gauntlet of the Tyrant (+1 Spell DC, Command (Level 3) 1x/Long Rest)
    • Location: Looted from Enver Gortash in Wyrm's Crossing, Act Three
  • Boots: Helldusk Boots (Immunity to Prone, Difficult Terrain, etc; Use reaction to succeed at saving throw 1x/Long Rest, bonus action teleport 18m 1x/Short Rest)
    • Location: Found in a locked Gilded Chest X: -32 Y: 219 on the top floor of Wyrm's Rock Fortress in Wyrm's Crossing.
  • Amulet: Amulet of the Devout (+2 to Spell DC)
    • Location: Stormshore Tabernacle basement. Until you obtain this, Psychic Spark is pretty good (Sold by Blurg in the Myconid Colony).
  • Ring1: Callous Glow Ring (+2 Radiant damage to illuminated targets)
    • Location: Gauntlet of Shar. In the treasure room near Balthazar's room. Ensure you have the Light cantrip active, or some other illumination, on/near the target.
  • Ring2: Ring of Feywild Sparks (+1 Spell DC)
    • Location: Looted from Auntie Ethel in the basement of The Blushing Mermaid, which is where she moves to in Act 3, presumably if you spare her in Act 1 (needs confirmation). Note that this benefit is not listed in the item's description.
  • Elixir: Elixir of Battlemage's Power to obtain +3 Spell DC until next Long Rest.
Endgame Ability Scores:
  • STR: 8
  • DEX: 14
  • CON: 16
  • INT: 8
  • WIS: 10
  • CHA: 24 (20 base, +4 Secret: Mirror of Loss, Hag Hair)
Endgame Saving Throws & Other Stats:
  • Strength Saves: +6
  • Dexterity Saves: +11 (ADV, Shield Master)
  • Constitution Saves: +14
  • Intelligence Saves: +6
  • Wisdom Saves: +7
  • Charisma Saves: +18
  • Other bonuses: Bless (1D4), Heroes' Feast (ADV on WIS)
  • Initiative: +5
AC Bonus Breakdown:
  • +13: Mage Armor spell
  • +2: Shield bonus
  • +2: DEX bonus (14 DEX)
  • +1: Robe of Supreme Defences
  • +5: Shield spell (conditional)
  • +9: Mirror Image (conditional)
  • Total Armor Class: 18 (+14)
Spell DC Breakdown:
  • +8: Base value
  • +7: 22 CHA
  • +4: Proficiency at 9th level or higher
  • +9: Items
  • +3: Elixir of Battlemage's Power
  • Total Spell DC: 31
2: Defender [Lae'zel]
Classes: Life Cleric 12
Role: Offensive & Defensive Spellcaster (CON/WIS)
Race: Githyanki
  • Racial Abilities: Astral Knowledge, Githyanki Psionics, Martial Prodigy
  • Racial Spells: Mage Hand, Enhance Leap, Misty Step
Proficiencies:
  • Saving Throws: Wisdom, Charisma
  • Equipment: Heavy Armor, Shields, Simple Weapons, Flails, Morningstars, Pikes, Spears, Halberds, Glaives
  • Weapon Master: Longbows, Heavy Crossbows, ?, ?
  • Skills: Insight, Religion, Athletics* & Intimidation* (Soldier)
  • Astral Knowledge: Dexterity or Intelligence
Point buy: (27 points)
  • STR: 8
  • DEX: 17 (+2) {+1 Feat, +2 ASI} {+2 Secret: Mirror of Loss}
  • CON: 14
  • INT: 10
  • WIS: 16 (+1) {+2 ASI}
  • CHA: 8
Character Progression:
L01 Cleric 1: 1st-Level Spells, Life Domain, Disciple of Life
L02 Cleric 2: Turn Undead, Preserve Life
L03 Cleric 3: 2nd-Level Spells
L04 Cleric 4: Weapon Master (+1 DEX)
L05 Cleric 5: 3rd-Level Spells, Destroy Undead
L06 Cleric 6: Blessed Healer
L07 Cleric 7: 4th-Level Spells
L08 Cleric 8: ASI (+2 DEX), Divine Strike (Radiant)
L09 Cleric 9: 5th-Level Spells
L10 Cleric 10: Divine Intervention
L11 Cleric 11: 6th-Level Spells
L12 Cleric 12: Tough

Recommended Combat Spellbook (15 spells) (*: domain spells):
Cleric
Cantrips: Guidance, Light, Blade Ward, Resistance, Sacred Flame
1st: Healing Word, Command, Sanctuary, Shield of Faith, Bless*, Cure Wounds*
2nd: Silence, Spiritual Weapon, Warding Bond, Aid*, Lesser Restoration*
3rd: Animate Dead, Spirit Guardians, Speak With Dead, Glyph of Warding, Revivify*, Beacon of Hope*
4th: Banishment, Freedom of Movement, Death Ward*, Guardian of Faith*
5th: Greater Restoration*, Mass Cure Wounds*
6th: Planar Ally, Heroes' Feast
Concentration: Beacon of Hope, Spirit Guardians, Haste

Endgame Equipment:
  • Main Hand: Phalar Aluve (+1 Finesse Longsword, 1D4 Thunder to all enemies within 6m/20ft. on-hit by anyone in party, also inflicts 1D4 penalty to CHA/WIS/INT saves (Bonus Action, 5 turns, 1x/Short Rest; can also apply pseudo-Bless ability to party, same usage)
    • Location: This weapon can be found stabbed into a rock in the Underdark (X:116, Y:-192) and can be freed by passing either A) DC 15 Strength check to yank it from the stone. or B) DC 15 Religion check to learn how to release the magic holding it in place.
  • Main Hand2: Devotee's Mace (+3 Mace, +1D8 Radiant damage, healing aura 1D4 HP for 10 turns 1x/Long Rest)
    • Location: Reach level 10 in your Cleric class, then cast Divine Intervention and choose the legendary weapon option. Healing aura from this will propagate the Bless effect from Whispering Promise for 10 turns. Use this as a prep ability before tough fights.
  • Main Hand1: Staff of Spellpower (+2 Quarterstaff, +1 spell DC & spell attack, next spell cast is free (toggle passive, 1x/long rest))
    • Location: Located in the House of Hope in a vault across from the boudoir. Use this to cast Planar Ally for free, then cast Heroes' Feast with your remaining slot.
  • Shield: Viconia's Walking Fortress (+1 Shield, Advantage on saves vs spell, incoming spell attacks have Disadvantage, defensive reaction spell vs incoming melee attack hit, projectile reflect buff (2 turn duration, bonus action), Warding Bond spell 1x/long rest)
    • Location: Baldur's Gate, Lower City, House of Grief. Drops from Viconia
  • Ranged Weapon: Gontr Mael (+3 Longbow, Haste 1x/LR with no Lethargic)
    • Location: Looted from the Steel Watcher Titan in Steel Watch Foundry.
  • Head: Helm of Balduran (+1 AC, +1 to all saves, +2 HP at start of turn, stun & crit immunity)
    • Location: Legend of Ansur questline in Act 3. Go to Wyrm's Rock prison and find two dragon torches. Shoot lightning at both to reveal a secret passage. Until you get this, Wapira's Crown (from Zevlor when you save the Tieflings) is great.
  • Cloak: Cloak of Protection (+1 AC, +1 to saves)
    • Location: Last Light Inn, purchase from Quartermaster Talli
  • Armor: Bhaalist Armour (Light Armor, 2m/6.5ft. piercing vulnerability aura, +2 Initiative)
    • Location: Sold by Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin.
  • Gloves: The Reviving Hands (Casts Blade Ward on-heal, casts Death Ward on-revive, STR saves +1, Revivify 1x/LR)
    • Location: Bought from Vicar Humbletoes in Stormshore Tabernacle, Lower City. Until you get these, use Hellrider's Pride from Zevlor in the Druid Grove (buy/steal/reward).
  • Boots: Disintegrating Night Walkers (Immunity to Enwebbed, Entangles, Ensnare, can't slip on grease/ice. Misty Step 1x/Short Rest)
    • Location: Grymforge, kill True Soul Nere or let him die
  • Amulet: Spellcrux Amulet (Restore any spell slot 1x/Long Rest on a Bonus Action)
    • Location: Looted from The Warden in Moonrise Towers Prison X: 569 Y: -650.
  • Ring1: The Whispering Promise (Free Bless for 2 turns to any healed target.)
    • Location: Merchant: Grat The Trader, Volo. If you miss getting this from Volo when you first meet him (have to press the trade button in bottom left) you'll have to save him first.
  • Ring2: Ring of Protection (+1 AC, +1 to all saves)
    • Location: Rewarded by Mol for completing the quest Steal the Sacred Idol. Complete the 'Investigate Kagha' quest first, then stealing the idol is much easier. Note: you must agree to stealing the idol initially when Mol asks you. Another tip regarding this quest: do not under any circumstances go speak to Mol before you complete the quests saving the various Tiefling children. If you do, he will never stop counting down and you will end up locked out of the quest.
  • Elixir: Elixir of Peerless Focus for ADV to maintain Concentration. Make sure you to buy all the Belladonna you come across in shops, so that you can make lots of these.
Endgame Ability Scores:
  • STR: 8
  • DEX: 22 {base 20, +2 Secret: Mirror of Loss}
  • CON: 16
  • INT: 8
  • WIS: 16
  • CHA: 8
Endgame Saving Throws & Other Stats:
  • Strength Saves: +2
  • Dexterity Saves: +8
  • Constitution Saves: +10
  • Intelligence Saves: +2
  • Wisdom Saves: +10
  • Charisma Saves: +6
  • Other bonuses: Bless (1D4), ADV vs Spell
  • Initiative: +5
AC Bonus Breakdown:
  • +14: Armor bonus [Bhaalist Armor]
  • +3: Shield bonus [Viconia's Walking Fortress]
  • +6: Dexterity bonus
  • +1: Helm of Balduran
  • +1: Ring of Protection
  • +1: Cloak of Protection
  • Total Armor Class: 26
Ranged Attack Bonus Breakdown:
  • +6: Dexterity bonus
  • +4: Proficiency bonus at 9th level or above
  • +3: Weapon enchantment
  • +1D4 (2.5): Bless
  • +4: Advantage (Conditional)
  • Total Maximum Melee Attack Bonus: +15.5 (+19.5)
3: Hunter [Astarion]
Classes: Fighter 6/Ranger 4/Rogue 2
Role: Ranged Damage, Buffer (CHA/DEX)
Look into replacing Champion with EK/BM. Switch this build to TB monk, move this to Astarion in other party. Use TB Monk instead? Also: 4 Warlock party?
Race: High Elf
  • Racial Abilities: Darkvision, Elven Weapon Training, Fey Ancestry
  • Racial Spells: Fire Bolt
Proficiencies:
  • Saving Throws: Strength, Constitution
  • Equipment: Martial Weapons, Shields, Heavy Armor
  • Skills: Insight, Athletics, Animal Handling, Intimidation* & Medicine* (Haunted One), Perception* (Drow), Sleight of Hand* (Rogue)
Point buy: (27 points)
  • STR: 16 (+2)
  • DEX: 16 (+1) {+4 ASI} {+2 Secret: Mirror Of Loss}
  • CON: 12
  • INT: 8
  • WIS: 14
  • CHA: 8
Character Progression:
L01 Fighter 1: Archery Fighting Style, Second Wind
L02 Fighter 2: Action Surge
L03 Fighter 3: Battle Master Subclass
L04 Fighter 4: ASI (+2 DEX)
L05 Fighter 5: Extra Attack
L06 Fighter 6: Magic Initiate: Warlock
L07 Ranger 1: Sanctified Stalker, Wasteland Wanderer (Fire)
L08 Ranger 2: Defence Fighting Style
L09 Ranger 3: Hunter Subclass, Colossus Slayer
L10 Ranger 4: ASI (+2 DEX)
L11 Rogue 1: Sneak Attack +1D6
L12 Rogue 2: Cunning Action

Endgame Equipment:
  • Main Hand: Knife of the Undermountain King (+2 Shortsword, Crit range -1)
    • Location: Sold by A'jak'nir Jeera in Crèche Y'llek.
  • Off-hand: Rhapsody (+1 Dagger, up to +3 to attack rolls/damage, +1 on-kill)
    • Location: Dropped by Cazador Szarr.
  • Special: Drakethroat Glaive (+2 Glaive, buff a weapon +1 to Attack Rolls & 1D4 elemental dmg until next Long Rest - recommend Thunder or Acid)
    • Location: Bought from Roah Moonglow, Moonrise Towers. Drop your bow and cast this weapon's ability on it.
  • Ranged Weapon: Titanstring Bow (+1 Longbow, STR modifier to damage rolls)
    • Location: Brem in the Zhentarim Hideout after completing Find the Missing Shipment.
      Lann Tarv in the Main Floor of Moonrise Towers. Until you grab this, make sure you get the Hunting Shortbow from Dammon - it's very good early game.
  • Head: Mask of Soul Perception (+2 to Attack rolls, Initiative and Perception checks)
    • Location: Devil's Fee, get into the upstairs area, go through a door, look inside a small chest on a dresser.
  • Cloak: The Deathstalker Mantle (2 turns of Invisibility on-kill, only available for Dark Urge playthroughs)
    • Location: Given to a player using The Dark Urge Origin by Sceleritas Fel.
  • Armor: Armor of Agility (+2 Half-Plate, unlimited DEX bonus, +2 to all saves)
    • Location: Sold by Gloomy Fentonson at Stormshore Armoury during Chapter Three.
      Until you obtain this, you can use the Yuan-Ti armor from Talli in the Last Light Inn (CH2).
  • Gloves: Stalker Gloves (+1 Initiative, +1D4 damage source on-Sneak Attack)
    • Location: Purchased from Exxvikyap in Rivington General
  • Boots: Boots of Arcane Bolstering (2 turns of Arcane Charge on-Dash)
    • Location: Sold by Araj Oblodra on the main floor of Moonrise Towers in Act Two.
  • Amulet: Broodmother's Revenge (Automatic +1D4 Poison damage on-hit for 3 rnds on-heal)
    • Location: Looted from Kagha either by killing or by knocking her unconscious with non-lethal attacks. When you get to Act 3, upgrade to the Amulet of Greater Health.
  • Amulet2: Silver Pendant (Grants the Guidance cantrip)
    • Location: Looted from a skeleton on the Harper Outpost southwest of the Druid Grove (X:152, Y:366). To reach this area, jump up two small ridges and climb a wooden ladder. Use this amulet when exploring towns, speaking to NPCs, etc. You can also give it to an ally.
  • Ring1: Callous Glow Ring (+2 Radiant damage to illuminated targets)
    • Location: Gauntlet of Shar. In the treasure room near Balthazar's room. Ensure you have the Light cantrip active, or some other illumination, on/near the target.
  • Ring2: Strange Conduit Ring (+1D4 Psychic damage to all weapon attacks)
    • Location: Inside a chest in Inquisitor's Chamber, Crèche Y'llek
  • Elixir: Cloud Giant Strength, or any STR Elixir that you have available. Bloodlust is also fine.
    • Location: If you give Derryth Bonecloak the Noblestalk during Find The Mushroom Picker, her store in Lower City sometimes has 2 of these for sale.
Endgame Ability Scores:
  • STR: 27 (16 base, set to 27 by Elixir of Cloud Giant Strength)
  • DEX: 22 (20 base, +2 Secret: Mirror of Loss)
  • CON: 14
  • INT: 8
  • WIS: 12
  • CHA: 8
Endgame Saving Throws & Other Stats:
  • Strength Saves: +14 (+Bless, Act 3 statue)
  • Dexterity Saves: +6 (+Bless, Act 3 statue)
  • Constitution Saves: +8 (+Bless, Act 3 statue)
  • Intelligence Saves: +1 (+Bless, Act 3 statue)
  • Wisdom Saves: +3 (+Bless, Act 3 statue)
  • Charisma Saves: +1 (+Bless, Act 3 statue)
  • Initiative: +9
AC Bonus Breakdown:
  • +17: Armor bonus (Armor of Agility)
  • +6: Dexterity bonus
  • +1: Defence Fighting Style
  • Total Armor Class: 24
Ranged Weapon Attack Bonus Breakdown:
  • +6: Dexterity bonus
  • +4: Proficiency bonus at 9th level or above
  • +2: Archery Fighting Style
  • +1: Weapon Enchantment
  • +1: Drakethroat Glaive
  • +2: Mask of Soul Perception
  • +1D4 (2.5): Bless
  • +4: Advantage (Bleeding)
  • +3: Rhapsody (Conditional)
  • Total Maximum Ranged Attack Bonus: +22.5 (+25.5)
4: Oppressor [Minthara]
Classes: Sorcerer 6/Assassin 4/Warlock 2
Role: Ranged Damage, Buffer (CHA/DEX)
Note to self: needs rework after SA nerf.
Race: Lolth-Sworn Drow
  • Racial Abilities: Drow Weapon Training, Superior Darkvision, Fey Ancestry
  • Racial Spells: Dancing Lights, Faerie Fire, Darkness
Proficiencies:
  • Saving Throws: Constitution, Charisma
  • Equipment: Daggers, Quarterstaves, Light Crossbows, Shortswords, Hand Crossbows, Rapiers
  • Skills: Arcana, Religion, History* & Persuasion* (Noble), Perception* (Drow), Stealth* (Rogue)
Point buy: (27 points)
  • STR: 8
  • DEX: 16 (+1)
  • CON: 12
  • INT: 8
  • WIS: 12
  • CHA: 17 (+2) {+1 Feat, +2 ASI} {+4 Secret: Mirror Of Loss, Hag Hair}
Character Progression:
L01 Sorcerer 1: Draconic Bloodline/Resilience/Hit Points, 1st-Level Spells
L02 Warlock 1: Pact Magic, Great Old One Subclass
L03 Warlock 2: Agonising Blast, Repelling Blast
L04 Rogue 1: Expertise (Stealth, Arcana/Religion), Sneak Attack 1D6
L05 Rogue 2: Cunning Action
L06 Rogue 3: Assassin subclass, Sneak Attack 2D6
L07 Rogue 4: Actor (Deception, Performance)
L08 Sorcerer 2: Sorcery Points (2), Metamagic (Distant, Twinned)
L09 Sorcerer 3: 2nd-Level Spells, Metamagic (Quickened), SP (3)
L10 Sorcerer 4: ASI (+2 CHA), SP (4)
L11 Sorcerer 5: 3rd-Level Spells, SP (5)
L12 Sorcerer 6: Elemental Affinity, SP (6)

Endgame Equipment:
  • Main Hand: Knife of the Undermountain King (+2 Shortsword, Crit range -1)
    • Location: Sold by A'jak'nir Jeera in Crèche Y'llek.
  • Off-hand: Rhapsody (+1 Dagger, up to +3 to attack rolls/damage, +1 on-kill)
    • Location: Dropped by Cazador Szarr.
  • Ranged Weapon: The Dead Shot (+2 Longbow, Crit range -1)
    • Location: Sold by Ferg Drogher in Rivington.
  • Head: Hood of the Weave (+2 to Spell DC and Spell Attack rolls)
    • Location: Philgrave's Mansion, purchase from Mystic Carrion. Early on I recommend using Warped Headband of Intellect to help with skill checks, since this team has no INT archetype.
  • Cloak: The Deathstalker Mantle (2 turns of Invisibility on-kill, only available for Dark Urge playthroughs)
    • Location: Given to a player using The Dark Urge Origin by Sceleritas Fel.
  • Armor: Robe of Supreme Defenses (Clothing, +1 AC & +CHA to saves while concentrating)
    • Location: Purchased from Ferg Drogher near Requisitioned Barn in Rivington during Act Three. Unfortunately you can't obtain the Potent Robe, which is an extremely powerful damage robe for this build, while also recruiting Minthara, but these robes are also very nice and offer significant defensive bonuses to the build, so it's ok. For those wanting the Potent Robe anyway, your options are Sheepthara (Click), or Cheat Engine(Click) to spawn the robes.
  • Gloves: Stalker Gloves (+1 Initiative, +1D4 damage source on-Sneak Attack)
    • Location: Purchased from Exxvikyap in Rivington General
  • Boots: Boots of Arcane Bolstering (2 turns of Arcane Charge on-Dash)
    • Location: Sold by Araj Oblodra on the main floor of Moonrise Towers in Act Two.
  • Amulet: Amulet of Greater Health (Sets CON to 23, ADV on CON saves)
    • Location: Stolen from a trapped pedestal X: -6548 Y: -2901 in the Archive of the House of Hope. For specific boss fights you can switch in the Surgeon's Subjugation Amulet (worn by Malus Thorm at the House of Healing).
  • Ring1: Callous Glow Ring (+2 Radiant damage to illuminated targets)
    • Location: Gauntlet of Shar. In the treasure room near Balthazar's room. Ensure you have the Light cantrip active, or some other illumination, on/near the target.
  • Ring2: Killer's Sweetheart (On-kill, gain the ability to generate a critical hit at-will 1x/LR)
    • Location: Found laying on the ground at the top of the stone structure in the Self-Same Trial inside the Gauntlet of Shar ( X: -833 Y: -729 ).
  • Elixir: Bloodlust.
Endgame Ability Scores:
  • STR: 8
  • DEX: 16
  • CON: 23 (12 base, set to 23 by Amulet of Greater Health)
  • INT: 8
  • WIS: 12
  • CHA: 24 (17 base, +1 Feat, +2 ASI, +4 Secret: Mirror of Loss, Hag Hair)
Endgame Saving Throws & Other Stats:
  • Strength Saves:
  • Dexterity Saves:
  • Constitution Saves:
  • Intelligence Saves:
  • Wisdom Saves:
  • Charisma Saves:
  • Initiative: +4
AC Bonus Breakdown:
  • +13: Armor bonus (Draconic Resilience)
  • +3: Dexterity bonus
  • +1: Robe of Supreme Defenses (conditional)
  • +2: Haste spell (conditional)
  • +9: Mirror Image spell (conditional)
  • +5: Shield spell (conditional)
  • Total Armor Class: 16 (+17)
Eldritch Blast Attack Bonus Breakdown:
  • +7: Charisma bonus
  • +4: Proficiency bonus at 9th level or above
  • +2: Hood of the Weave
  • +2D4 (5): Bless
  • +4: Advantage (Prone, Bleeding, Stealth)
  • +3: Rhapsody (Conditional)
  • Total Maximum Ranged Attack Bonus: +22 (+25)
EXTRA: Tips, Tricks & Info
BOOOAL's Benediction Without The Sacrifice
So usually in order to get this you have to sacrifice a companion, which isn't ideal. However, there is a method to get the buff for everyone. You just have to steal the sickle from the NPC 'Pooldrip the Zealous' before succeeding at the Persuasion check (DC20) "I have but one life but I can kill many others in your name", which is gotten by choosing the dialogue choice "Wait if it's blood you want I can make another offer!". Apparently you can do this easily by initiating dialogue while your pickpocketer is far from the group, then making the thief go invisible then stealing the sickle. The game then changes the reward for succeeding at the Persuasion check from the sickle (which the NPC no longer has) to the Benediction buff. Thanks to Reddit user AirBrief9775 and YouTuber PTSDwhiskey for this one.

Guaranteed Spoiler Hair
A certain NPC in Act 1 (Ethel the Hag) can grant you a powerful boon if you talk to them before killing them. However, it's a bit frustrating at times determining who the NPC will talk to when the event occurs. A speech check is involved, so if the NPC talks to the wrong team member, it can be very annoying, especially on Honour mode. Luckily, enterprising players have figured out that it is the party member who specifically reduces the NPC's hit points past the surrender threshold (about 30 HP) who will be spoken to. (Thanks Grizzsnipez on Reddit)

Twinned Drakethroat Glaive
I think most people have figured out that you can cast the Drakethroat Glaive buff on any weapon by now. Simply drop the target weapon on the floor and cast the buff directly onto it. However, what you might not be aware of is that you can Twin this action. Give the Glaive to a Sorcerer, and put two weapons on the floor. Now Twin the buff action, and target the two weapons (remember to pick up your weapons!). Amazing stuff. Thanks to AdditionalMess6546 on Reddit for this tip.

Time-Sensitive Quests & Encounters Guide
Incredible guide created by Steam user Maxi. It details all of the events and quests that are missable if you aren't careful. Please give him an upvote for his efforts.

Doom Hammer Anti-Undead Weapon
The Doom Hammer maul that is bought from Grat The Trader in the Goblin Camp might not seem like a very powerful weapon initially, but the devil is in the details. The condition it inflicts, 'Bone Chilled', prevents healing and, if the target is Undead, gives it Disadvantage on Attack rolls. This condition is always inflicted on attack because of the maul's Tenacity effect, so you can put it on literally any character regardless of their martial power (well, they need proficiency). This anti-healing effect is useful against many powerful enemies, such as Cazador (Act 3) and the Lava Elemental (Act 1-ish). The Disadvantage-on-attack effect is useful against enemies such as Ketheric Thorm (Act 2), and again Cazador.

Infinite Haste Without Concentration
Usually when you use a Haste potion, you suffer the Lethargic condition at the end of the duration. However, if you use another potion on the end of your last turn of Haste, you suffer the Lethargic condition immediately and then it goes away! So you can chain together Haste potions in this way and never suffer Lethargic. It costs you your bonus action every few turns, and of course you need enough Haste potions to do it. Worth doing for tricky boss fights.

Tricks Using The Flail of Ages
So the Flail of Ages is a legendary weapon in Baldur's Gate 2; one of the best weapons in the game. In BG3 it's a little different, unfortunately. Not only is this weapon quite weak, only having a +1 enchantment, but it's also gotten extremely late in the game, in Act 3. You wouldn't normally use a +1 weapon at this point, so it seems like it's useless. However, there are a few tricks you can employ. First of all, if you want to use the weapon regardless, you can make it a bit better by equipping the Caustic Band item which gives +2 Acid damage. This will trigger the FoA's -2 armor effect regardless of which Elemental Age buff you chose. Secondly, you can use this weapon to buff your other weapons, similar to Drakethroat Glaive, but you need the Dual Wielder feat. Equip the FoA in your offhand and cast Elemental Age - it will affect your main hand weapon. You can then unequip the FoA and the buff will remain.

Cold Damage And The Snowburst Ring
When you have the Snowburst Ring equipped and cause cold damage to an enemy, an ice patch is created under their feet. Usually this would be achieved by a spell, but you can do the same with a weapon that deals cold damage. Also, any weapon can be enchanted by the Drakethroat Glaive to do cold damage by simply having a party member equip that weapon, then use the glaive's ability on their friend's weapon. When you attack with your cold-enchanted weapon, the target will immediately have to make a save against the ice to avoid becoming prone. The DC now scales off the character's spellcasting modifier. It's better to use this combo on a ranged weapon, because melee weapons can cause blood pools which replace the ice patches.

Arcane Ward Is Incredibly Powerful, Especially With Armor of Agathys
Arcane Ward has been modified for BG3 and is even more powerful than its pen-and-paper 5E counterpart. It gives you 'layers' of extra hitpoints that correspond to your Wizard level. Every time you get hit, you lose a layer, a bit like peeling an onion. When you get to higher levels, you can absorb a tremendous amount of damage. Better yet, if you have Armor of Agathys, the Arcane Ward protects your AoA spell - damage is subtracted from it, before AoA. However, any damage taken still triggers AoA's cold damage. It's the best possible situation. You could dip Warlock to obtain AoA, or perhaps take a special feat.

Get Disguise Self For Free
There is a free hat that gives Disguise Self for free, very early on. It's found in the Traveller's Chest at your Campsite, if you own the Digital Deluxe Upgrade. It's called Mask of the Shapeshifter.
EXTRA: Permanent Bonuses
Permanent Bonuses
  • At certain points in the game, permanent free ability score bonuses can be obtained.
  • I'll list them here, but bear in mind that they will contain spoiler information.
  • Bear in mind that, AFAIK, once assigned they cannot be removed/changed by respec.
  • There is also a really great summary here: https://bg3.wiki/wiki/Permanent_Bonuses
  • Hag's Hair: fight the Hag and then accept her surrender. +1 to any stat. Breaks your Paladin oath, but only if the Paladin is the one doing the talking. Also: if you intimidate her into giving you the girl AND her hair, this will also break your Paladin oath. In any case, Oathbreaking is not a big deal in this game.
  • Ersatz Eye: let Volo attempt surgery on you. Permanent See Invisibility. Note that you must have two normal eyes in order for this to work.
  • Potion of Everlasting Vigor: Gives +2 STR. Take Astarion to see a Drow called Araj Oblodra on the main floor of Moonrise Towers who wants to be bitten by him. Astarion might need some persuading. IMPORTANT: this item can raise your STR beyond 20! So if you use it when you already have 20 STR, you will go up to 22... amazing. This will upset Astarion a little.
  • Loviatar Buff: Put on a show and impress the masochist Abdirak in the Goblin Castle (Shattered Sanctum). +2 WIS saves & Attack rolls when under 30% HP.
  • The Mirror of Loss: There are some great guides on YT on how to get this bonus but basically it's +2 to any stat, you get cursed with a -2 but it can be removed with a Remove Curse spell. Just follow Shadowheart's quest and head to the House of Grief, and interact with the mirror. You'll need the circlet which gives 17 INT, and as many skill bonuses as you can get your hands on, to succeed. Interacting with the Necromancy of Thay book before this, gives you an easier time as you can sacrifice the memory from the book instead and thus not have to pass the Religion check.
    Apparently you can also choose to sacrifice the knowledge from another book called the Tharchiate Codex, which is found in Sorcerous Sundries.

  • The Mirror of Loss (Additional +1): So, some people on Discord discovered that there is a way to get an additional +1 to CHA only, by speaking to an NPC, a confused merchant named Arves, who is in the northwestern corner of the Lower City, north of the Baldur's Gate waypoint. (X:-252, Y:-2). By speaking to this NPC, you gain the option to get an additional +1 CHA from the mirror. The exact details on this are a little hazy - I'll add more info here once I discover it for myself. It may be that being a Dark Urge character has some additional dialogue, or more significance.
  • Necromancy of Thay: Read all three pages of the book found in a hidden area in the Apothecary's Cellar beneath the Blighted Village. Speak With Dead 1x/Long Rest, +1 WIS saves & checks.
  • BOOOAL's Benediction: Sacrifice a companion to BOOOAL in The Festering Cove. Gives ADV on attack rolls vs Bleeding targets. This buff is given to all present party members, and it is lost upon death. You can only use legit companions, not Hirelings. This buff is of particular interest to Tiger Heart Barbarians because they can inflict Bleed really easily.
  • Permanent Bless: Apparently there is a stone mephit in the Act 3 Carnival area that will create a statue of your character for 5000g. Once created, this grants your character a permanent Bless spell. Update: apparently this has been changed to a buff that only lasts until your next Long Rest - you have to activate the statue to receive it.
  • Permanent +2 Saving Throws: You pay 5000 gold to one of the god statues in Stormshore Tabernacle (Act 3) and receive this buff on each character when you pray at the statue. You have to go back to the statue after each long rest so it's not really permanent.
Weapon & Armor UUID Datamine
This document contains the UUIDs for all the weapons & armor I was able to find. The document may be missing some of the rarer items, so don't expect them all to be here. They are also named in a very unintuitive way so you might have to search hard to find a specific item.
Google Sheets Link.[docs.google.com]
EXTRA: Recommended Mods
I've given all of the mods a difficulty rating. One star * means they are lightweight and cannot possibly screw up your game. Two stars ** means there is some difficulty, for example you need to set up some options within the mod to make it work correctly. Three stars *** means this mod can royally screw up your game if you aren't careful, so use it wisely and back up your saves.

NOTE: I am including many mods here that I have picked out solely because I think they look interesting. Use them with caution. You should also bear in mind that modding BG3 in general is a little risky at the moment as the game is going through many changes with each patch.

Offers a variety of tweaks to alter the difficulty of the game.

Swen please can we get some option to give our party members haircuts? No? This will have to do for the time being, then...

Adds many Cleric domains to the game such as the Arcana domain. Quite a complex and detailed mod, so you should probably view this one as a work-in-progress.

Adds the cantrips Lightning Lure, Booming Blade and Green Flame Blade to the game.

Makes Dragonborn a less terrible race. Larian, why?

Makes True Strike an actual usable spell.

Is it just me or is this tiny little thing supremely annoying? I'm on a PC, not a console.
EXTRA: Attunement Challenge

This is a fun way to play the game for players looking for an extra challenge, especially in the late game where you are drowning in powerful magical items. The concept comes from D&D 5E rules, where magical items of sufficient power must be 'attuned' to, before they can be used. Attuning to a magical item binds it to you, and takes time spent at rest to accomplish. Only by attuning to these items can they be used. Not all items require attunement, only the most powerful ones. This is an important part of 5E's balance, and by throwing it out of the window I believe Larian have done themselves a disservice (I get it though, restricting players runs contrary to Larian's 'fun at all costs' approach).

Anyway, here are the rules:
  • Each item in the game has an attunement value.
  • This is a measure of how powerful the item is.
  • Add the points for each item you have attuned to, to get your character's attunement total.
  • Your character's attunement total signifies how challenging the game will be.
  • Any item that has an attunement value of 0 can be equipped and unequipped at will.
  • Items with a value of 1 or more can't be used unless 'attuned' to while resting at camp.
  • You are allowed to equip and unequip attuned items at will.
  • I recommend around 5 points as a maximum, for a good challenge.
  • Spreadsheet of item attunement values.[docs.google.com]
X: Standalone Builds (WIP)
These are builds which aren't specifically attached to a party I've designed. They could be builds for a Tav or builds for a companion. As such I might not bother creating detailed item suggestions beyond any items which are essential to the build, and they'll likely be work-in-progress so don't expect them to have correct info - some of it might be placeholder.
X1: Scion [Paladin/Sorcerer]
Classes: Vengeance Paladin 6/Draconic Sorcerer 6
Role: Tank, Melee Damage, Spellcaster (STR/CHA)
Race: Zariel Tiefling
  • Racial Abilities: Hellish Resistance (Fire), Darkvision
  • Racial Spells: Thaumaturgy, Searing Smite (1x/rest), Branding Smite (1x/rest)
Proficiencies:
  • Saving Throws: Wisdom, Charisma
  • Equipment: Heavy Armor, Martial Weapons
  • Skills: Insight, Persuasion, Athletics*, Intimidation* (Soldier)
Point buy: (27 points)
  • STR: 17 (+2) {+2 ASI} {+5 Secret - see Tips & Tricks}
  • DEX: 8
  • CON: 14
  • INT: 8
  • WIS: 10
  • CHA: 16 (+1)
Character Progression:
L01 Paladin 1: Oath of Vengeance, Lay On Hands, Divine Sense, Inquisitor's Might
L02 Paladin 2: Fighting Style (Defense), Divine Smite
L03 Paladin 3: Channel Divinity, Abjure Enemy, Vow of Enmity
L04 Paladin 4: ASI (+2 STR)
L05 Paladin 5: Extra Attack
L06 Paladin 6: Aura of Protection
L07 Sorcerer 1: Draconic Bloodline, Resilience & Ancestry (White)
L08 Sorcerer 2: Metamagic (Extended, Twinned)
L09 Sorcerer 3: Metamagic (Quickened)
L10 Sorcerer 4: Savage Attacker
L11 Sorcerer 5: -
L12 Sorcerer 6: Elemental Affinity (Cold)

Spell List (*: bonus spells):
Paladin (9 spells)
1st: Command, Heroism, Wrathful Smite, Thundering Smite, Searing Smite, Protection From Good&Evil, Shield of Faith, Cure Wounds, Compelled Duel, Ensnaring Strike*, Speak With Animals*
2nd: Misty Step*, Moonbeam*
Sorcerer (7 spells)
Cantrips: Blade Ward, Shocking Grasp, Bone Chill, Minor Illusion
1st: Shield, Thunderwave, Armor of Agathys*
2nd: Mirror Image, Blindness, Detect Thoughts
3rd: Haste, Counterspell

Endgame Equipment:
  • Main Hand: Duelist's Prerogative (+3 Rapier, +1D4 Necrotic, 19-20 crit range, reaction: deal Necrotic damage equal to proficiency bonus, make one bonus action attack per turn)
    • Location: Reward for completing the quest Save Vanra, a quest in Chapter Three. It can be started by speaking with Lora in the Lower City.
  • Main Hand2: Drakethroat Glaive (+2 Glaive, can buff another weapon with +1 to Attack Rolls and 1D4 damage of a chosen element - I recommend using using Thunder or Acid)
    • Location: Can be purchased from Roah Moonglow in Moonrise Towers. I have listed this on Scion's page but actually this will need to be equipped by another party member and then cast onto Scion's weapon, it will then last until the next long rest and the other party member can switch back to their normal weapon.
  • Ranged Weapon: Hellrider Longbow (+1 Longbow, +3 Initiative, ADV on Perception checks)
    • Location: Sold by Ferg Drogher in Rivington.
  • Head: Mask of Soul Perception (+2 to Attack rolls, Initiative and Perception checks)
    • Location: Devil's Fee, get into the upstairs area, go through a door, look inside a small chest on a dresser. Until you get this, you can use the Diadem of Arcane Synergy (Crèche Y'llek, on a Githyanki in the inquisitor's room).
  • Cloak: The Deathstalker Mantle (2 turns of Invisibility on-kill, only available for Dark Urge)
    • Location: Given to a player using The Dark Urge Origin by Sceleritas Fel. If you aren't playing Durge then just pick any cloak you like, none of the remaining cloaks are particularly good for this build.
  • Armor: Armor of Persistence (+2 Full Plate, -2 damage taken, permanent Blade Ward & Resistance spells)
    • Location: Act 3, purchase from Dammon. Make sure you don't kill the ox in Act 1.
  • Gloves: Legacy of the Masters (+2 Attack/Damage rolls, +1 STR saves)
    • Location: Act 3, purchase from Dammon. Be careful, you can lose access to this guy. Don't kill the ox in Act 1, for example. Until you get this, the Gloves of Dexterity are good. (Sets the user's DEX to 18, +1 Attack) (Crèche Y'llek, from A'jak'nir Jeera.)
  • Boots: Disintegrating Night Walkers (Immunity to Enwebbed, Entangles, Ensnare, can't slip on grease/ice. Misty Step 1x/Short Rest)
    • Location: Grymforge, kill True Soul Nere or let him die
  • Amulet: Surgeon's Subjugation Amulet (Paralyse for 2 turns on-crit 1x/Long Rest)
    • Location: Worn by Malus Thorm at the House of Healing.
  • Ring1: Killer's Sweetheart (On-kill, gain the ability to generate a critical hit at-will 1x/LR)
    • Location: Found laying on the ground at the top of the stone structure in the Self-Same Trial inside the Gauntlet of Shar ( X: -833 Y: -729 ).
  • Ring2: Ring of Arcane Synergy (2 turns of Arcane Synergy (+CHA modifier to weapon damage) on-cantrip-cast)
    • Location: Can be looted from Gish Far'Aag in Crèche Y'llek.
AC Bonus Breakdown:
  • +20: Armor bonus [Armor of Persistence]
  • +1: Defense Fighting Style
  • +1: Ring of Protection
  • +5: Shield spell (conditional)
  • +2: Haste spell (conditional)
  • +9: Mirror Image (conditional)
  • Total Armor Class: 22 (+16)
Endgame Ability Scores:
  • STR: 24 (19 base, +5 Secret - see Tips & Tricks)
  • DEX: 8
  • CON: 14
  • INT: 8
  • WIS: 10
  • CHA: 16
Endgame Saving Throws & Other Stats:
  • Strength Saves: +11
  • Dexterity Saves: +3 (ADV when Hasted)
  • Constitution Saves: +6
  • Intelligence Saves: +3
  • Wisdom Saves: +8
  • Charisma Saves: +12
  • Initiative: +4
Melee Attack Bonus Breakdown:
  • +7: Strength bonus
  • +4: Proficiency bonus at 9th level or above
  • +3: Weapon enchantment
  • +2: Legacy of the Masters
  • +2: Mask of Soul Perception
  • +1: Drakethroat Glaive buff
  • +1D4 (2.5): Bless
  • +4: Advantage (Vow of Enmity)
  • Total Maximum Melee Attack Bonus: +25.5
Melee Damage Breakdown For One Attack (includes Savage Attacker):
  • +1D8 (5.8): Duelist's Prerogative (Physical)
  • +7: Strength bonus (Physical)
  • +3: Weapon Enchantment (Physical)
  • +2: Legacy of the Masters (Physical)
  • +1D4 (3.12): Duelist's Prerogative (Necrotic)
  • +1D4 (3.12): Drakethroat Glaive buff (Thunder) (Precast)
  • +4: Duelist's Prerogative (Necrotic) (Conditional, twice per round)
  • +17.8: Piercing Vulnerability (Physical) (Conditional)
  • +5D8 (29): Divine Smite [4th-level spell slot] (Radiant) (Conditional)
  • Total Maximum Melee Damage: 24.04 (+50.8) = 74.84
  • Total Damage Added By Savage Attacker: 6.25
Damage Per Round Breakdown (while Hasted, includes Savage Attacker):
  • +74.84: 1st attack using Divine Smite (5D8)
  • +74.84: 2nd attack using Divine Smite (5D8)
  • +70.84: 3rd attack using Divine Smite (5D8)
  • +65.59: 4th attack using Divine Smite (4D8)
  • +65.59: 5th attack using Divine Smite (4D8)
  • Total Maximum Melee Damage: 351.7
  • Total Damage Added By Savage Attacker: 29.75
  • Note: this damage calculation assumes max level and doesn't use up the 5th-level spell slot that the build has at this level because when you use a 5th-level slot for Divine Smite, you get no extra benefit compared to a 4th-level spell slot. So, you should probably use that spell slot for something else, such as an upcast Armor of Agathys.
X2: Stalker [Dark Urge]
Classes: Fighter 6/Ranger 4/Rogue 2
Role: Ranged Damage, Buffer (CHA/DEX)
Look into replacing Champion with EK/BM. Switch this build to TB monk, move this to Astarion in other party. Also: 4 Warlock party?
Race: Lolth-Sworn Drow
  • Racial Abilities: Drow Weapon Training, Superior Darkvision, Fey Ancestry
  • Racial Spells: Dancing Lights, Faerie Fire, Darkness
Proficiencies:
  • Saving Throws: Strength, Constitution
  • Equipment: Martial Weapons, Shields, Heavy Armor
  • Skills: Insight, Athletics, Animal Handling, Intimidation* & Medicine* (Haunted One), Perception* (Drow), Sleight of Hand* (Rogue)
Point buy: (27 points)
  • STR: 16 (+2)
  • DEX: 16 (+1) {+4 ASI} {+2 Secret: Mirror Of Loss}
  • CON: 12
  • INT: 8
  • WIS: 14
  • CHA: 8
Character Progression:
L01 Fighter 1: Archery Fighting Style, Second Wind
L02 Fighter 2: Action Surge
L03 Fighter 3: Champion Subclass
L04 Fighter 4: ASI (+2 DEX)
L05 Fighter 5: Extra Attack
L06 Fighter 6: Magic Initiate: Warlock
L07 Ranger 1: Sanctified Stalker, Wasteland Wanderer (Fire)
L08 Ranger 2: Defence Fighting Style
L09 Ranger 3: Hunter Subclass, Colossus Slayer
L10 Ranger 4: ASI (+2 DEX)
L11 Rogue 1: Sneak Attack +1D6
L12 Rogue 2: Cunning Action

Endgame Equipment:
  • Main Hand: Knife of the Undermountain King (+2 Shortsword, Crit range -1)
    • Location: Sold by A'jak'nir Jeera in Crèche Y'llek.
  • Off-hand: Rhapsody (+1 Dagger, up to +3 to attack rolls/damage, +1 on-kill)
    • Location: Dropped by Cazador Szarr.
  • Special: Drakethroat Glaive (+2 Glaive, buff a weapon +1 to Attack Rolls & 1D4 elemental dmg until next Long Rest - recommend Thunder or Acid)
    • Location: Bought from Roah Moonglow, Moonrise Towers. Drop your bow and cast this weapon's ability on it.
  • Ranged Weapon: Titanstring Bow (+1 Longbow, STR modifier to damage rolls)
    • Location: Brem in the Zhentarim Hideout after completing Find the Missing Shipment.
      Lann Tarv in the Main Floor of Moonrise Towers. Until you grab this, make sure you get the Hunting Shortbow from Dammon - it's very good early game.
  • Head: Mask of Soul Perception (+2 to Attack rolls, Initiative and Perception checks)
    • Location: Devil's Fee, get into the upstairs area, go through a door, look inside a small chest on a dresser.
  • Cloak: The Deathstalker Mantle (2 turns of Invisibility on-kill, only available for Dark Urge playthroughs)
    • Location: Given to a player using The Dark Urge Origin by Sceleritas Fel.
  • Armor: Armor of Agility (+2 Half-Plate, unlimited DEX bonus, +2 to all saves)
    • Location: Sold by Gloomy Fentonson at Stormshore Armoury during Chapter Three.
      Until you obtain this, you can use the Yuan-Ti armor from Talli in the Last Light Inn (CH2).
  • Gloves: Stalker Gloves (+1 Initiative, +1D4 damage source on-Sneak Attack)
    • Location: Purchased from Exxvikyap in Rivington General
  • Boots: Boots of Arcane Bolstering (2 turns of Arcane Charge on-Dash)
    • Location: Sold by Araj Oblodra on the main floor of Moonrise Towers in Act Two.
  • Amulet: Broodmother's Revenge (Automatic +1D4 Poison damage on-hit for 3 rnds on-heal)
    • Location: Looted from Kagha either by killing or by knocking her unconscious with non-lethal attacks. When you get to Act 3, upgrade to the Amulet of Greater Health.
  • Amulet2: Silver Pendant (Grants the Guidance cantrip)
    • Location: Looted from a skeleton on the Harper Outpost southwest of the Druid Grove (X:152, Y:366). To reach this area, jump up two small ridges and climb a wooden ladder. Use this amulet when exploring towns, speaking to NPCs, etc. You can also give it to an ally.
  • Ring1: Callous Glow Ring (+2 Radiant damage to illuminated targets)
    • Location: Gauntlet of Shar. In the treasure room near Balthazar's room. Ensure you have the Light cantrip active, or some other illumination, on/near the target.
  • Ring2: Strange Conduit Ring (+1D4 Psychic damage to all weapon attacks)
    • Location: Inside a chest in Inquisitor's Chamber, Crèche Y'llek
  • Elixir: Cloud Giant Strength, or any STR Elixir that you have available. Bloodlust is also fine.
    • Location: If you give Derryth Bonecloak the Noblestalk during Find The Mushroom Picker, her store in Lower City sometimes has 2 of these for sale.
Endgame Ability Scores:
  • STR: 27 (16 base, set to 27 by Elixir of Cloud Giant Strength)
  • DEX: 22 (20 base, +2 Secret: Mirror of Loss)
  • CON: 14
  • INT: 8
  • WIS: 12
  • CHA: 8
Endgame Saving Throws & Other Stats:
  • Strength Saves: +14 (+Bless, Act 3 statue)
  • Dexterity Saves: +6 (+Bless, Act 3 statue)
  • Constitution Saves: +8 (+Bless, Act 3 statue)
  • Intelligence Saves: +1 (+Bless, Act 3 statue)
  • Wisdom Saves: +3 (+Bless, Act 3 statue)
  • Charisma Saves: +1 (+Bless, Act 3 statue)
  • Initiative: +9
AC Bonus Breakdown:
  • +17: Armor bonus (Armor of Agility)
  • +6: Dexterity bonus
  • +1: Defence Fighting Style
  • Total Armor Class: 24
Ranged Weapon Attack Bonus Breakdown:
  • +6: Dexterity bonus
  • +4: Proficiency bonus at 9th level or above
  • +2: Archery Fighting Style
  • +1: Weapon Enchantment
  • +1: Drakethroat Glaive
  • +2: Mask of Soul Perception
  • +1D4 (2.5): Bless
  • +4: Advantage (Bleeding)
  • +3: Rhapsody (Conditional)
  • Total Maximum Ranged Attack Bonus: +22.5 (+25.5)
X3: Magus [Tav/Dark Urge]
Classes: Oathbreaker Paladin 7/Warlock 5
Role: Melee/Ranged Damage (STR/CHA)
Race: Zariel Tiefling
  • Racial Abilities: Hellish Resistance (Fire), Darkvision
  • Racial Spells: Thaumaturgy, Searing Smite (1x/rest), Branding Smite (1x/rest)
Proficiencies:
  • Saving Throws: Wisdom, Charisma
  • Equipment: Heavy Armor, Martial Weapons
  • Skills (Tav): Insight, Persuasion, Athletics*, Intimidation* (Soldier)
  • Skills (Dark Urge): Athletics, Persuasion, Medicine*, Intimidation* (Haunted One)
Point buy: (27 points)
  • STR: 16 (+1) {+2 Secret: Strength Potion}
  • DEX: 8
  • CON: 14
  • INT: 8
  • WIS: 10
  • CHA: 17 (+2) {+1 Feat, +2 ASI} {+4 Secret: Mirror Of Loss, Hag Hair}
Character Progression:
L01 Paladin 1: Oath (Any), Lay On Hands, Divine Sense, Spiteful Suffering
L02 Warlock 1: Great Old One Patron, Pact Magic
L03 Warlock 2: Agonising Blast, Repelling Blast
L04 Paladin 2: Fighting Style (Defense), Divine Smite
L05 Paladin 3: Control Undead, Dreadful Aspect
L06 Paladin 4: Actor
L07 Paladin 5: Extra Attack
L08 Paladin 6: Aura of Protection
L09 Paladin 7: Aura of Hate
L10 Warlock 3: Pact of the Blade
L11 Warlock 4: ASI (+2 CHA)
L12 Warlock 5: Deepened Pact, Devil's Sight

Spell List (*: bonus spells):
Paladin (9 spells)
1st: Command, Heroism, Wrathful Smite, Thundering Smite, Bless, Protection From Good&Evil, Shield of Faith, Cure Wounds, Compelled Duel, Hellish Rebuke*, Inflict Wounds*
2nd: Crown of Madness*, Darkness*
Sorcerer (7 spells)
Cantrips: Friends, Eldritch Blast, Blade Ward
1st: Hex, Armor of Agathys
2nd: Mirror Image, Misty Step
3rd: Counterspell, Hunger of Hadar

Endgame Equipment:
  • Main Hand: Duellist's Prerogative (+3 Rapier, +1D4 Necrotic, 19-20 crit range, reaction: deal Necrotic damage equal to proficiency bonus, make one bonus action attack per turn)
    • Location: Reward for completing the quest Save Vanra, a quest in Chapter Three. It can be started by speaking with Lora in the Lower City.
  • Main Hand2: Drakethroat Glaive (+2 Glaive, buff a weapon +1 to Attack Rolls & 1D4 elemental dmg until next Long Rest - recommend Thunder or Acid)
    • Location: Bought from Roah Moonglow, Moonrise Towers. Temporarily equipped by another party member and then cast onto Magus' weapon.
  • Ranged Weapon: Hellrider Longbow (+1 Longbow, +3 Initiative, ADV on Perception checks)
    • Location: Sold by Ferg Drogher in Rivington.
  • Head: Diadem of Arcane Synergy (Gain 2 turns of Arcane Synergy (CHA mod to damage) when inflicting conditions. Note that Threatened counts as a condition.)
    • Location: Crèche Y'llek, on a Githyanki in the inquisitor's room.
  • Cloak: The Deathstalker Mantle (2 turns of Invisibility on-kill, only available for Dark Urge)
    • Location: Given to a player using The Dark Urge Origin by Sceleritas Fel. If you aren't playing Durge then just pick any cloak you like, none of the remaining cloaks are particularly good for this build.
  • Armor: Armor of Persistence (+2 Full Plate, -2 damage taken, permanent Blade Ward & Resistance spells)
    • Location: Act 3, purchase from Dammon. Make sure you don't kill the ox in Act 1.
  • Gloves: Gloves of Dexterity (+1 Attack rolls, DEX set to 18)
    • Location: Crèche Y'llek, from A'jak'nir Jeera.
  • Boots: Disintegrating Night Walkers (Immunity to Enwebbed, Entangles, Ensnare, can't slip on grease/ice. Misty Step 1x/Short Rest)
    • Location: Grymforge, kill True Soul Nere or let him die
  • Amulet: Surgeon's Subjugation Amulet (Paralyse for 2 turns on-crit 1x/Long Rest)
    • Location: Worn by Malus Thorm at the House of Healing.
  • Ring1: Killer's Sweetheart (On-kill, gain the ability to generate a critical hit at-will 1x/LR)
    • Location: Found laying on the ground at the top of the stone structure in the Self-Same Trial inside the Gauntlet of Shar ( X: -833 Y: -729 ).
  • Ring2: Callous Glow Ring (+2 Radiant damage to illuminated targets)
    • Location: Gauntlet of Shar. In the treasure room near Balthazar's room. Ensure you have the Light cantrip active, or some other illumination, on/near the target. You could also use Risky Ring if you prefer.
  • Attunement Challenge: Duellist's Prerogative (2), Mask of Soul Perception (2), ??
AC Bonus Breakdown:
  • +20: Armor bonus [Armor of Persistence]
  • +1: Defense Fighting Style
  • +2: Haste spell (conditional)
  • +9: Mirror Image (conditional)
  • Total Armor Class: 21 (+11)
Spell DC Breakdown:
  • +8: Base value
  • +7: 24 CHA
  • +4: Proficiency at 9th level or higher
  • Total Spell DC: 19
Endgame Ability Scores:
  • STR: 18 (16 base, +2 Secret: Strength Potion)
  • DEX: 18 (Gloves of Dexterity)
  • CON: 14
  • INT: 8
  • WIS: 10
  • CHA: 24 (20 base, +4 Secret: Mirror Of Loss, Hag Hair)
Endgame Saving Throws & Other Stats:
  • Strength Saves: +11
  • Dexterity Saves: +11 (ADV when Hasted)
  • Constitution Saves: +9
  • Intelligence Saves: +6
  • Wisdom Saves: +11
  • Charisma Saves: +18
  • Initiative: +7
Melee Attack Bonus Breakdown:
  • +7: Charisma bonus
  • +4: Proficiency bonus at 9th level or above
  • +3: Weapon enchantment
  • +1: Gloves of Dexterity
  • +1: Drakethroat Glaive buff
  • +1D4 (2.5): Bless
  • +4: Advantage (Spiteful Suffering, Snowburst Ring)
  • Total Maximum Melee Attack Bonus: +22.5
Melee Damage Breakdown For One Attack:
  • +1D8 (4.5): Duelist's Prerogative (Physical)
  • +7: Pact Weapon, CHA modifier (Physical)
  • +7: Aura of Hate, CHA modifier (Physical)
  • +7: Diadem of Arcane Synergy, CHA modifier (Physical)
  • +3: Weapon Enchantment (Physical)
  • +2: Callous Glow ring (Radiant)
  • +1D4 (2.5): Duelist's Prerogative (Necrotic)
  • +1D4 (2.5): Drakethroat Glaive buff (Thunder) (Precast)
  • +28.5: Piercing Vulnerability (Physical) (Conditional)
  • +4: Withering Cut (Necrotic) (Conditional, twice per round)
  • +4D8 (18): Divine Smite [3rd-level spell slot] (Radiant) (Conditional)
  • Total Maximum Melee Damage: 35.5 (+50.5 Conditional) = 86
Damage Per Round Breakdown (while Hasted):
  • +86: 1st attack using Divine Smite (4D8) (Withering Cut)
  • +86: 2nd attack using Divine Smite (4D8) (Withering Cut)
  • +77.5: 3rd attack using Divine Smite (3D8)
  • +77.5: 4th attack using Divine Smite (3D8)
  • +77.5: 5th attack using Divine Smite (3D8)
  • +73: 6th attack using Divine Smite (2D8)
  • +73: 7th attack using Divine Smite (2D8) [Bonus Action attack]
  • Total Maximum Melee Damage: 557.5
  • Note: does not include critical hits.
X4: Bladelock [Dark Urge]
Classes: Shadow Monk 6/Thief 4/Fighter 2
Role: Scout, Melee Striker, CC (STR/CON)
WIP bear with me
Race: High Half-Elf
  • Racial Abilities: Civil Militia, Darkvision, Fey Ancestry, Half-Elf Cantrip
Proficiencies:
  • Saving Throws: Strength, Constitution
  • Equipment: Heavy Armor, Shields, Martial Weapons
  • Skills: Athletics, Perception, Insight* & Religion* (Acolyte), Stealth* (Rogue)
  • Expertise: Stealth, Perception
Point buy: (27 points)
  • STR: 17 (+2) {+1 Feat, +2 ASI} {+4 Secret: Mirror of Loss, Strength Potion}
  • DEX: 14
  • CON: 16
  • INT: 8
  • WIS: 10
  • CHA: 8
Character Progression:
L01 Fighter 1: Second Wind, Defence Fighting Style
L02 Monk 1: Unarmored Defence, Martial Arts, Flurry of Blows
L03 Monk 2: Patient Defence, Step of the Wind, Unarmored Movement
L04 Monk 3: Way of Shadow subclass, Deflect Missiles, Minor Illusion, Shadow Arts
L05 Monk 4: Tavern Brawler (+1 STR), Slow Fall
L06 Monk 5: Extra Attack, Stunning Strike, Cloak of Shadows
L07 Monk 6: Ki-Empowered Strikes, Improved Unarmored Movement, Shadow Step
L08 Fighter 2: Action Surge
L09 Rogue 1: Expertise, Sneak Attack (1D6)
L10 Rogue 2: Cunning Action
L11 Rogue 3: Sneak Attack (2D6), Thief subclass, Fast Hands, Second Story Work
L12 Rogue 4: ASI (+2 STR)

Endgame Equipment:
  • Main Hand: Shar's Spear of Evening (+3 Spear, ADV on saving throws while Obscured, +1D6 damage vs Obscured targets, Immunity to Blind, infinite-use Darkness spell, Edge of Darkness ability 1x/SR)
    • Location: Reward for the quest The Chosen of Shar, for convincing Shadowheart to kill the Nightsong in the Shadowfell.
  • Shield: Sentinel Shield (Shield, +3 Initiative, ADV on Perception checks)
    • Location: Sold by Lann Tarv in Moonrise Towers. Until you get this, use the Adamantine Shield from Act 1 (Adamantine Forge).
  • Ranged Weapon: Darkfire Shortbow (+2 Shortbow, resistance to Fire/Cold, Haste 1x/LR)
    • Location: Sold by Dammon in at the Last Light Inn stables X: -35 Y: 169.
  • Head: Helm of Balduran (+1 AC, +1 to all saves, +2 HP at start of turn, stun & crit immunity)
    • Location: Legend of Ansur questline in Act 3. Go to Wyrm's Rock prison and find two dragon torches. Shoot lightning at both to reveal a secret passage.
  • Cloak: The Deathstalker Mantle (2 turns of Invisibility on-kill, only available for Dark Urge playthroughs)
    • Location: Given to a player using The Dark Urge Origin by Sceleritas Fel.
  • Armor: Dark Justiciar Half-Plate (Medium Armor, ADV on saving throws & Stealth checks while Obscured, ADV on CON saving throws, Shield of Faith 1x/LR, Shar's Protection)
    • Location: Rewarded for killing the Nightsong in Shadowfell during Act Two.
  • Gloves: The Reviving Hands (Casts Blade Ward on-heal, casts Death Ward on-revive, STR saves +1, Revivify 1x/LR)
    • Location: Bought from Vicar Humbletoes in Stormshore Tabernacle, Lower City - only equip these gloves once you have obtained the Helm of Balduran. Until then, The Sparkle Hands (CH1, wooden chest in the Sunlit Wetlands X: 95 Y: 210) are pretty hard to beat.
  • Boots: Boots of Striding (Immunity to Prone while Concentrating, Athletics +1)
    • Location: Dropped by Minthara, or equipped by her when recruited.
  • Amulet: Amulet of the Harpers (ADV on WIS saving throws, Shield 1x/LR)
    • Location: Act 2: Bought from Quartermaster Talli at the Last Light Inn. Until you get this, use Amulet of Misty Step (gilded chest behind the ogre Polma in the Defiled Temple within the Goblin Camp X: 386 Y: 8.) You can also use the Surgeon's Subjugation Amulet + Killer's Sweetheart combo versus bosses.
  • Ring1: Shadow-Cloaked Ring (+1D4 damage versus Obscured enemies)
    • Location: Can be looted from the Shadow Mastiff Alpha in the Ruined Battlefield X: -49 Y: 36. The nearby everburning torches must be destroyed before the Mastiff will appear.
  • Ring2: Strange Conduit Ring (+1D4 Psychic damage to all weapon attacks)
    • Location: Inside a chest in Inquisitor's Chamber, Crèche Y'llek
  • Elixir: none needed.
Endgame Ability Scores:
  • STR: 24 (20 base, +2 Secret: Mirror of Loss, Strength Potion)
  • DEX: 14
  • CON: 16
  • INT: 8
  • WIS: 10
  • CHA: 8
Endgame Saving Throws & Other Stats:
  • Strength Saves: +14
  • Dexterity Saves: +3
  • Constitution Saves: +8
  • Intelligence Saves: +0
  • Wisdom Saves: +1
  • Charisma Saves: +0
  • Other bonuses: Bless (1D4), ADV vs Spell (while Obscured), Sing (+1D4, INT/WIS/CHA only)
  • Initiative: +5
AC Bonus Breakdown:
  • +17: Armor bonus [Dark Justiciar Half-Plate]
  • +2: Shield bonus [Sentinel Shield]
  • +2: Dexterity bonus
  • +1: Defence Fighting Style
  • +1: Helm of Balduran
  • Total Armor Class: 23
Melee Attack Bonus Breakdown:
  • +7: Strength bonus
  • +4: Proficiency bonus at 9th level or above
  • +3: Weapon Enchantment / +6: Tavern Brawler bonus
  • +2: Legacy of the Masters (weapon attacks only)
  • +1D4 (2.5): Bless (Staff of Arcane Blessing)
  • +1D4 (2.5): Sing (Phalar Aluve)
  • +4: Advantage (Bleeding)
  • Total Maximum Ranged Attack Bonus: +25 (+26 Unarmed Strike)
X6: Nightbringer [Shadowheart]
Classes: Shadow Monk 6/Thief 4/Fighter 2
Role: Scout, Melee Striker, CC (STR/CON)
Note to self: need to change this to a non-darkness build. Turns out AI still behaves stupidly in Darkness. Also, not really compatible with the other companions.
Race: High Half-Elf
  • Racial Abilities: Civil Militia, Darkvision, Fey Ancestry, Half-Elf Cantrip
Proficiencies:
  • Saving Throws: Strength, Constitution
  • Equipment: Heavy Armor, Shields, Martial Weapons
  • Skills: Athletics, Perception, Insight* & Religion* (Acolyte), Stealth* (Rogue)
  • Expertise: Stealth, Perception
Point buy: (27 points)
  • STR: 17 (+2) {+1 Feat, +2 ASI} {+4 Secret: Mirror of Loss, Strength Potion}
  • DEX: 14
  • CON: 16
  • INT: 8
  • WIS: 10
  • CHA: 8
Character Progression:
L01 Fighter 1: Second Wind, Defence Fighting Style
L02 Monk 1: Unarmored Defence, Martial Arts, Flurry of Blows
L03 Monk 2: Patient Defence, Step of the Wind, Unarmored Movement
L04 Monk 3: Way of Shadow subclass, Deflect Missiles, Minor Illusion, Shadow Arts
L05 Monk 4: Tavern Brawler (+1 STR), Slow Fall
L06 Monk 5: Extra Attack, Stunning Strike, Cloak of Shadows
L07 Monk 6: Ki-Empowered Strikes, Improved Unarmored Movement, Shadow Step
L08 Fighter 2: Action Surge
L09 Rogue 1: Expertise, Sneak Attack (1D6)
L10 Rogue 2: Cunning Action
L11 Rogue 3: Sneak Attack (2D6), Thief subclass, Fast Hands, Second Story Work
L12 Rogue 4: ASI (+2 STR)

Endgame Equipment:
  • Main Hand: Shar's Spear of Evening (+3 Spear, ADV on saving throws while Obscured, +1D6 damage vs Obscured targets, Immunity to Blind, infinite-use Darkness spell, Edge of Darkness ability 1x/SR)
    • Location: Reward for the quest The Chosen of Shar, for convincing Shadowheart to kill the Nightsong in the Shadowfell.
  • Shield: Sentinel Shield (Shield, +3 Initiative, ADV on Perception checks)
    • Location: Sold by Lann Tarv in Moonrise Towers. Until you get this, use the Adamantine Shield from Act 1 (Adamantine Forge).
  • Ranged Weapon: Darkfire Shortbow (+2 Shortbow, resistance to Fire/Cold, Haste 1x/LR)
    • Location: Sold by Dammon in at the Last Light Inn stables X: -35 Y: 169.
  • Head: Helm of Balduran (+1 AC, +1 to all saves, +2 HP at start of turn, stun & crit immunity)
    • Location: Legend of Ansur questline in Act 3. Go to Wyrm's Rock prison and find two dragon torches. Shoot lightning at both to reveal a secret passage.
  • Cloak: The Deathstalker Mantle (2 turns of Invisibility on-kill, only available for Dark Urge playthroughs)
    • Location: Given to a player using The Dark Urge Origin by Sceleritas Fel.
  • Armor: Dark Justiciar Half-Plate (Medium Armor, ADV on saving throws & Stealth checks while Obscured, ADV on CON saving throws, Shield of Faith 1x/LR, Shar's Protection)
    • Location: Rewarded for killing the Nightsong in Shadowfell during Act Two.
  • Gloves: The Reviving Hands (Casts Blade Ward on-heal, casts Death Ward on-revive, STR saves +1, Revivify 1x/LR)
    • Location: Bought from Vicar Humbletoes in Stormshore Tabernacle, Lower City - only equip these gloves once you have obtained the Helm of Balduran. Until then, The Sparkle Hands (CH1, wooden chest in the Sunlit Wetlands X: 95 Y: 210) are pretty hard to beat.
  • Boots: Boots of Striding (Immunity to Prone while Concentrating, Athletics +1)
    • Location: Dropped by Minthara, or equipped by her when recruited.
  • Amulet: Amulet of the Harpers (ADV on WIS saving throws, Shield 1x/LR)
    • Location: Act 2: Bought from Quartermaster Talli at the Last Light Inn. Until you get this, use Amulet of Misty Step (gilded chest behind the ogre Polma in the Defiled Temple within the Goblin Camp X: 386 Y: 8.) You can also use the Surgeon's Subjugation Amulet + Killer's Sweetheart combo versus bosses.
  • Ring1: Shadow-Cloaked Ring (+1D4 damage versus Obscured enemies)
    • Location: Can be looted from the Shadow Mastiff Alpha in the Ruined Battlefield X: -49 Y: 36. The nearby everburning torches must be destroyed before the Mastiff will appear.
  • Ring2: Strange Conduit Ring (+1D4 Psychic damage to all weapon attacks)
    • Location: Inside a chest in Inquisitor's Chamber, Crèche Y'llek
  • Elixir: none needed.
Endgame Ability Scores:
  • STR: 24 (20 base, +2 Secret: Mirror of Loss, Strength Potion)
  • DEX: 14
  • CON: 16
  • INT: 8
  • WIS: 10
  • CHA: 8
Endgame Saving Throws & Other Stats:
  • Strength Saves: +14
  • Dexterity Saves: +3
  • Constitution Saves: +8
  • Intelligence Saves: +0
  • Wisdom Saves: +1
  • Charisma Saves: +0
  • Other bonuses: Bless (1D4), ADV vs Spell (while Obscured), Sing (+1D4, INT/WIS/CHA only)
  • Initiative: +5
AC Bonus Breakdown:
  • +17: Armor bonus [Dark Justiciar Half-Plate]
  • +2: Shield bonus [Sentinel Shield]
  • +2: Dexterity bonus
  • +1: Defence Fighting Style
  • +1: Helm of Balduran
  • Total Armor Class: 23
Melee Attack Bonus Breakdown:
  • +7: Strength bonus
  • +4: Proficiency bonus at 9th level or above
  • +3: Weapon Enchantment / +6: Tavern Brawler bonus
  • +2: Legacy of the Masters (weapon attacks only)
  • +1D4 (2.5): Bless (Staff of Arcane Blessing)
  • +1D4 (2.5): Sing (Phalar Aluve)
  • +4: Advantage (Bleeding)
  • Total Maximum Ranged Attack Bonus: +25 (+26 Unarmed Strike)
TO-DO LIST/ UNUSED ITEM LIST
To do:
- test how viable it is to have Elixir of Heroism on 100% uptime

- investigate Swires Sledboard / Rippling Mail as an Arcane Ward strategy. how many turns you get from the shield each turn? how to get AC up to the point where enemy ignores you? how to make use of STR?

AC calc
17 armor
3 shield
3 ring + cloak + helm
5 shield sp
9 MI

Concept:
- everyone is resistant to everything (nearly)
- enemy can target anyone with limited effect
- functionally immune to WIS attacks
- attrition strategies
1: Padlock/pure Paladin heavy armour master (Persistence armour) primary tank
- BA transfuse health
- Adam shield
- Darkfire Shortbow + Dragonborn race (lightning)
2: Tempest Cleric conc Beacon of Hope (WIS), HAM (Dwarven Splintmail)
- BA heals
- Orphic Warhammer
- Adam shield
3: Bardlock Lore (Astarion or Shield race? Or Dwarf to equip Orphic?)
- BA Warden of Vitality?
- Helldusk Armor & Helmet
- replaces Cleric???
4: Life Cleric/Wizard tank (Gale), HAM (Rippling Force Mail)
- BA heals
- Vicky Shield, Reviving Hands, Bald helm
- Fire Shield + Lightning ring
- Warding Bond on 2+3

Crit build info from Discord:

class: champion fighter 3
mainhand: bloodthirst
offhand: knife of the undermountain king
ranged: the dead shot
cloak: shade-slayer cloak (only works while hidden)
hat: dark justiciar helmet (only works while obscured) / sarevok's horned helmet (always works)
gloves: deadly channeller gloves (-2 in one item) these do not appear to exist in the game world. i am keeping them here for posterity but not counting them towards the total.
consumable: elixir of viciousness

= 15 crit range without elixir and not hiding:
51.00% crit chance with advantage

= 14 crit range, with elixir or while hidden:
57.75% crit chance with advantage

= 13 crit range, with elixir and while hidden:
64.00% crit chance with advantage

Reddit Build Repository
Ethan's Padlock
Ethan's Hunter
Xgatt's Padlock
Wild Shape Guide
Eldritch Blast Info
Barbarian Info
Mirror +1 Info
Ethan's Sorcerer Build (Reddit)
Ethan's Party Building Templates[docs.google.com]
62 Comments
Yosharian  [author] Dec 16, 2023 @ 1:32pm 
I might find some time to put in some details tomorrow but the basic idea is to have Sorc Durge as a controller/DPS, basically Ethan's Sorc build, then a paladin Minthara acting as a tank. But I haven't got further than that really at the moment
d493 Dec 16, 2023 @ 3:25am 
@Yosharian: The latter, I wanted an idea for how the party was going to be since I haven't really done a durge playthrough (so why not do it in my first honour run too lmao), and I was going to use your team comp for it, but wasn't sure how you were going to change up minthara so just thought I'd ask, thank for your time.
Yosharian  [author] Dec 15, 2023 @ 11:19pm 
@D493: not a dumb ask at all. My plan for the Minthara party is to make Durge a Sorc, and have Minthara be a Padlock. I just haven't got around to putting the details in yet. Originally I was going for the opposite (Padlock Durge/Sorc Minthara) but I changed my mind. Are you asking because you want an EB build, or because you want an idea for the party overall?
d493 Dec 15, 2023 @ 11:08pm 
sorry if this is a dumb ask, but could you give like a quick overview of how you're going to update the oppressor minthara build? like are the items going to stay the same and what is going to be the multiclass going to be?
Yosharian  [author] Dec 7, 2023 @ 5:29am 
@Shon: I haven't got around to filling out that build. What do you need help with specifically? I can tell you that I'll be modelling that character more or less based on Ethan's Reddit guide. I'll put a link to it right at the bottom of the page.
Shon Dec 7, 2023 @ 2:27am 
Just to check is the Sorcerer Dark Urge empty? Could use some assistance down that build.
Yosharian  [author] Dec 4, 2023 @ 4:55am 
@themoneystore: I have some build ideas for Evil Dark Urge, I just have my hands full finishing my Bard playthrough and tweaking those builds. IRL issues also. But they are coming.
the money store Dec 4, 2023 @ 3:05am 
That's kinda unfortunate, was gonna give those a go for evil honor mode durge after I finish with my redemption durge using the martial party
Yosharian  [author] Dec 3, 2023 @ 3:45am 
@themoneystore: doesn't matter really. By the way that build was nerfed into the ground so you shouldn't use it.
the money store Dec 3, 2023 @ 3:04am 
Hey man just a question, you've stated draconic sorc for stuff like Oppressor Minathra but don't state what draconic bloodline we should be taking, any pointers as to which one?