For players who are going to play Baldur’s Gate 3, this guide shares some information I’ve found on the web as well as some ideas on the multiclass combinations.
Most of the information in this guide is taken from the following youtube channels, I‘ve just put together the parts I find interesting:
- @Fextralife and information on the Fextralife BG3 Wiki. Cas have made some awesome videos on both BG3, Pathfinder and PoE 2:Deadfire.
- @WolfheartFPS One of my favorite gaming channels. I like his detailed videos on class mechanics for Pathfinder: WotR and BG3
- @Aestus_RPG have made a great overview of the spell potency and class strength in the patch number 9. I have seen the link to his channel in the Yosharian’s guide mentioned below.
- @MortismalGaming and related guide from @Phantomsplit on reddit. Mortismal described the classes he finds interesting in the video and mentioned some cool class synergies.
- @ProxyGateTactician made couple of awesome videos on utility skills and has given useful gameplay tipps
- @sintee106 and his great solo videos. Great videos, great music great gaming.
- @thorusin have made couple of videos with Nere Rush, some videos on flame blade builds and on op spell synergies
As a build description structure I used the character description similar to one used in Yosharian’s BG3 Builds, no need for searching further if someone already did a great job
Guide pic is from the “Solo Leveling” manga, Rest in peace, DUBU.
Before we start, I’d like to state general assumptions for multiclassing:
- Multiclass characters can have advantages on the low-mid levels or even higher
Most of the classes gain quite powerful features on early levels, often choosing the subclass on levels 1-3. If the class abilities have synergy it can be worth sacrificing the Ability Score Improvement (ASI) lost and other gained abiliies for the single class aka opportunity cost.
- Some single classes become powerful only later on
It would make sense to respec multiple times to get build more optimal for the current character level, using the single class character later in the game. Fighter e.g. has the 2-d extra attack on 11 level, in addition to “Second wind” and “Action Surge”.
- Bad multiclass combination can bring a lot of pain
One friend of mine have struggled with a boss in NWN2 while multiclassing. The problem was solved with couple of spells during his second walkthrough with single class character
- First class pick matters
Not all the class features and profeciencies are gained via multiclassing. But the subclass features are gained.
- It’s convenient, to mix classes, which need the same ability scores
For example while multiclassing the warlock, sorcerer or bard with paladin the ability score needed for the character is almost the same. You can concentrate on couple of primary ability scores instead of spreading the points across multiple abilities.
- Some feature stack
As the spellcaster level, giving you access to the spell slots. But known spells are determined by each class level. Refer to 5thsrd
- Some features don’t
As unarmored defence of barbarian and monk, channel divinity uses or extra attacks gained by martial classes on 5-th level
- Testing out things can be fun
Multiclass character can give a pleasent gameplay experience. There is no need to Min-max too much if you like to play the certain way. A melee character doesn’t have to be an orc as well
In the following sections I describe possible builds I’d like to test in the game. Here is the short summary of features I find interesting in different classes:
- Barbarian lvl 1: Rage Great for physical damage mitigation and to boost damage from unarmed monk’s hands.
- Barbarian lvl 1: Unarmored defence Adds Constitution modifier to the armor class. Allows to use the shield.
- Barbarian lvl 2: Reckless Attack Gives you an advantage on attacks, and helps to hit target more often, and otherwise. Helpful if you mixed a barb with rogue and don’t have any advantage.
- Barbarian lvl 3: Berserker Utilizes the bonus action the best way possible. Great to mix with thief for his additional bonus action from “Fast Hands” feature. Or wearing the “Helmet of Grit”
- Bard lvl 6: College of Lore – Additional Magical Secrets You can select 2 spells from the other classes. Can be great to mix with paladin for the divine smite or flame “blade build”.”At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.”
Refer to 5thsrd
- Cleric lvl5: Spirit Guardians: + Paladin : Oath of Devotion: Sanctuary Just refer to @Thorusin
Some combinations with druid could be interesting, as for examle:
– roar and agro enemies in “Wild Shape: Bear”
– burrow in “Wild Shape: Badger”
– Enweb the area in a “Wild Shape: Spider”
– reach distant targets as a raven with a chance of surviving
and all of that while having the Spirit Guardians around.
- Rogue lvl 3: Thief: Fast hands and Second-Story Work Gain an additional bonus action and halve the fall damage. Great for the berserker as mentioned above. Good help for the Sorcerer, Monk, every character with 2 hand crossbow or dual-wielding. “Circlet of Fire” and “Helmet of grit” do the same conditionally. I haven’t tested if both stack.
- Rogue lvl 5: Uncanny Dodge Halves the incoming attack damage. Great addition to the barbarian physical damage reduction, especially during the Rage: Bear Heart.
Refer to: 5thsrd
- Rogue lvl 3: Assassin: Assassinate You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. Not sure if the magic has crits, but it would make couple of devastating builds for sorcerer possible.
- Wizard lvl 2: Divination School: Portent You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of foretelling rolls. For that you roll two d20s when you finish a long rest, record the numbers rolled and use the values for substitute. Sounds like Trickster from Pathfinder: WotR.
Refer to Portent
- Wizard lvl2: Grim Harvest: Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead. Can be the basis for melee caster build in a mix with fighter. Using for example the Vampiric Touch.
Refer to: Grim Harvest
- Wizard lvl6: Undead Thralls: At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as apropriate.When you create an undead using a Necromancy spell, it has additional benefits:
– The creature’s hit point maximum is increased by an amount equal to your wizard level.
– The creature adds your proficiency bonus to it’s weapon damage rolls.
Refer to: Undead Thralls
Mix 1: Gloomstalker / Asassin
- Initiating the combat
- Trying to proc the fear from “Mortal Reminder” feat on Asassin crit strikes
- One can cast Bless to boost the attack roll, then it would make sense to equip the Staff of Arcane Blessing to gain extra bonuses *
- Alternatively casting “faerie fire” on the enemies to gain an advantage on attacks outside of 1 round (if available from the race)
- Protecting the range caster with a shield, giving the disadvantage on enemy attacks
- Attacking using the Sharpshooter bonus damage ability with attack roll penalty
- one can start combat with 50% hp, using “Helmet of Grit” and gaining extra bonus action
- Familiar can be used for enabling the sneak attacks, standing near the enemy or supporting a party
- Bonuses from the Ranger: “Dread Ambusher” on 1 round: +WIS Modifier to initiative, Walking speed +10 feet, extra attack with additional 1d8 damage
- Bonuses from “Asassinate” on 1 round: Advantage on attack rolls against enemies who hasn’t taken a turn, all attacks on surprised enemies are crits
- Bonuses from “Umbral Sight”: darkvision up to 60 feet. You are invisible for the enemies relying in darkvision to see you
Any or drow
Level 1 Ranger 1 Ranger Knight: Heavy Armor, Beast Tamer: Familiar
Level 2 Ranger 2 Fighting Style: Archery
Level 3 Ranger: Gloom Stalker 3 Subclass Features: Dread Ambusher, Umbral Sight
Level 4 Ranger: Gloom Stalker 4 Feat: Sharpshooter
Level 5 Ranger: Gloom Stalker 5 Extra Attack, Spells: Pass without the trace, Spike Growth
Level 6 Rogue 1 Sneak Attack, Skill Expertise x2
Level 7 Rogue 2 Cunning action: dash, disengage
Level 8 Rogue: Assassin 3 Feature: Asassinate
Level 9 Cleric: Knowledge Domain Bless /Blessings of Knowledge
Level 9 Rogue: Assassin 4 ASI
Level 10 Warlock: The Old One 1 Mortal Reminder
Level 11 Fighter 1 Second Wind, Fighting Style: Protection
Level 12 Fighter 2 Action Surge
DEX: 17 (+2) (ASI+1)
CON: 15 (ASI+1)
WIS: 16 (+1)
Concentrating on spells:
Melee: Shield + Rapier or “Staff of Arcane Blessing”
Range: 2x Hand Crossbow
(optional in battle) for extra bonus action “Helmet of Grit”
(optional for skill utility outside of combat) “Headband of Intellect”
The rogue can be profecient in 4 skills, one skill is granted from the Ranger multiclassing and a background would grant 2 additional options. It’s possible to cover the intelligence related skills with the character as follows:
– Arcana (From “Sage” background)
– History (From “Sage” background)
– Nature (Cleric: Knowledge domain: Blessings of Knowledge) x2 proficiency bonus
– Investigation (Rogue)
– Religion (Cleric: Knowledge domain: Blessings of Knowledge) x2 proficiency bonus
The Headband of Intellect can be used for increasing the INT stat.
Alternatively, I would suggest to cover the dexterity or wisdom based skills, depending on your party composition:
– Sleight Of H. (Expertise)
– Stealth (Expertise)
– Perception (WIS)
– Insight (Expertise)
– Animal Handl (From “Folk Hero” Background)
– Perception (Expertise)
– Medicine (From Ranger Multiclass)
– Survival (From “Folk Hero” Background)
Level 1 Rogue 1 Sneak Attack / Sneak Attack: Ranged, Skill Expertise x2
Level 2 Fighter 1 Second Wind, Fighting Style: Archery (+2 to attack rolls)
Level 3 Rogue 2 Cunning action: dash, disengage
Level 4 Rogue: Assassin 3 Asassinate
Level 5 Warlock: The Old One 1 Mortal Reminder
after that one can respec to ranger, having an extra attack
NOTE: Considering the existing options for Ability Score boost in EA, one available option I don’t like storywise, the second one is for charisma only :/ In a game with respec, adjustments can be made anytime, if the hitrate for the current build will be too low.
Concentration is a bottleneck for the buffing/debuffing in the game, so it would be a waste not to use the range character for concentrating on the buffing.
Mix 2: Paladin / Warlock
- Main idea revolves around attacks of opportunity with Polearms
- With “polearm master” feat the attack of opportunity will trigger when enemies get in melee range
- Attacks of opportunity with “Sentinel” feat nullify the enemy movement
- Relentless Avenger (Oath of Vengeance) enables the repositioning after the attack of opportunity to a half of your movement speed
- The Oath of Devotion and “Sacred Weapon” can be chosen instead of Vengeance, to add the Charisma modifier to the attack roll.
- Positioning in the spot near the movement of the enemies
- Concentrating on Bless, Darkness or Cloud of daggers if needed
- Using the Divine or Thunderous Smite now and then
Half-Orc or any with darkvision
Level 1 Warlock 1 Dark One’s Blessing / Mortal Reminder
Level 2 Warlock 2 Devils Sight
Level 3 Warlock 3 Darkness, Bond of Blade
Level 4 Warlock 4 GREAT WEAPON MASTER
Level 5 Paladin 1 Divine Sense, Lay on Heands
Level 6 Paladin 2 Bless, Fighting Style: Great Weapon Fighting, Divine Smite!
Level 7 Paladin 3 Divine Health, Abjure Enemy (O.o.Vengeance), Sacred Weapon (O.o.Devotion)
Level 8 Paladin 4 POLEARM MASTER
Level 9 Paladin 5 Extra Attack
Level 10 Paladin 6 Aura of Protection
Level 11 Paladin 7 RELENTNESS AVENGER (Oath of Vengeance)
Level 12 Paladin 8 SENTINEL / ASI
CON: 16 (+1)
CHA: 17 (+2) and then +1 Permanent buff
Concentrating on spells:
– Cloud of daggers
– Heavy or Medium armor
- CRIMINAL (Stealth, Deception)
- ENTERTAINER (Acrobatics, Performance)
- OUTLANDER (Survival, Athletics)
I would suggest to start as a Strength based single class Paladin or Barbarian. Upon reaching Level 8 respec to Paladin(5)/ Warlock(3).
As alternative one could choose the Fighter instead of Warlock. If combined with fighter, Fighter should be the starter class to add the proficiency bonus to Constitution saving throws. And the main ability scores will be Strength and Charisma, not the Charisma and Constitution. Fighter levels would be like:
Level 1 Fighter 1 Second Wind, Fighting Style: Defence
Level 2 Fighter 2 Action Surge, Heavy Weapon specs
Level 3 Fighter: Battle Master 3 Superioirity Dice: Menacing Attack or Pushing Attack
Level 4 Fighter: Battle Master 4 GREAT WEAPON MASTER
Mix 3: Thief / Berserker
– Goal is to add one bonus action from the thief, doing one more Frenzied Strike while raging
– Sacred Weapon and Reckless attack will increase the hitrate
– Sheak Attack dumped for 3 hits with Heavy Weapon with +10 dmg and – 5 attack roll penalty
– Divine Smite added to the attack damage while there are spells to use
– Sanctuary may be used before the battle and raging on other character
– Cunning action dash will help with mobility, as for every thief, dash thrice if needed.
– If there is no charges for the rage, bless can be used until the concentration is broken :/
– Adding some haste buff helps with damage a bit, but less than in case of 11 level fighter
– Danger sense gives advantage on Dexterity Saving Throws against traps, spells, and surfaces.
Some examples of the spells would be:
– Faerie Fire
– Call Lightning
– Ice or Grease Surface.
Tiefling or Orc
Level 1 Barbarian 1 Unarmoured Defense: Con, Rage
Level 2 Barbarian 2 Reckless Attack, Danger Sense
Level 3 Barbarian: Berserker 3 Frenzy, Frenzied Strike, Enraged Throw
Level 4 Barbarian: Berserker 4 Mage Slayer or ASI or POLEARM MASTER
Level 5 Rogue 1 Sneak Attack, Finesse / Sneak Attack: Ranged
Level 6 Rogue 2 CUNNING ACTION: DASH
Level 7 Rogue: Thief 3 Fast Hands, Second-Story Work
Level 8 Paladin (Oath of Devotion) 1 Lay on Hands, Divine Sense
Level 9 Paladin (Oath of Devotion) 2 Heroism, Bless, Great Weapon Fighting, Divine Smite!
Level 10 Paladin (Oath of Devotion) 3 SACRED WEAPON (Devotion), Sanctuary
Level 11 Paladin (Oath of Devotion) 4 GREAT WEAPON MASTER
Level 12 Paladin (Oath of Devotion) 5 Extra Attack
STR: 16 (+2) (+2 ASI)
CHA: 16 (+1) and then +1 Permanent buff
Concentrating on spells:
none, only rage
Heavy weapon, like Greatsword
Starting out as barbarian. After 5 level add 3 Levels of Rogue and 2 Levels of Paladin.
The respec according to description closer to endgame
Mix 4: Druid: Moon / Cleric: Light
– mostly based on wild shape activities
– the idea (hope) is, that monk dip can enable attack with bonus action in wild shape
– same idea for the unarmored defence of a monk, that it will work while in wild shape
– using scrolls of mage armor when possible (on the wildshaped character)
– concentrating on Spirit Guardians or Faerie Fire
– Activating the Warding Light if possible
– use the Sanctuary together with Spirit Guardians if available:
- together with Bear Aggro roar
- Flying to the distant enemies as a raven
- burrowing the earth as a badger
– applying the long time buffsbefore the battle and trying not to be useless (upcast where needed)
- Protection from Poison
- Dark Vision
- Speak with animals
– Preparing for the battle
- Create Water
- Animate Dead
- Glyph of Warding
any. Better the female character, to keep Astarion alive
Level 1 Druid (Circle of Moon) 1
Level 2 Druid (Circle of Moon) 2 Wild shape Badger, Bear, Cat, Wolf, Spider, Lunar Mend
Level 3 Druid (Circle of Moon) 3 Pass without Trace
Level 4 Druid (Circle of Moon) 4 ASI, Wisdom, Wild Shape Raven, Rothe
Level 5 Druid (Circle of Moon) 5
Level 6 Druid (Circle of Moon) 6 Owlbear Transformation
Level 7 Cleric War / Light Domain 1 Bless, Faerie Fire
Level 8 Cleric War / Light Domain 2 Channel Divinity Charges
Level 9 Cleric War / Light Domain 3 Create Water, Hold Person
Level 10 Cleric War / Light Domain 4 War Caster
Level 11 Cleric War / Light Domain 5 Spirit Guardian
Level 12 Monk 1 Unarmoured Defense: Wis, Martial Arts, Flurry of Blows
CON: 16 (+1)
WIS: 17 (+2) (ASI+2)
Concentrating on one of the spells:
- Spirit Guardians
- Faerie Fire
- Protection from Evil and Good
- Bestow Curse
- Fog Cloud
- Heat Metal
- Pass without the trace
- (upcast) Hold person
- Call Lightning
- Protection from Energy
Unarmed in wild shape, equipment granting conditional buffs
Folk Hero (Insight, Animal Handling, Medicine, Survival)
Starting out as druid, taking one monk level as the second one. And one level of cleric as third.
Note: Skill Utility / Party Composition
At least that’s my opinion on the topic.Skill check frequency in EA
Referring to the wiki.
There is the comment with the information regarding the frequency of skill check and their max difficulty in EA (sorted the data according to frequency):
- Priority | Number of checks | Skill | Max Difficulty | Ability Score
- 1 293 Persuasion 25 Cha
- 2 209 Intimidation 20 Cha
- 3 147 Deception 20 Cha
- 4 57 Arcana 20 Int
- 5 53 Insight 19 Wis
- 6 44 Performance 20 Cha
- 7 41 History 20 Int
- 8 38 Nature 15 Int
- 9 37 Animal Handl 20 Wis
- 10 27 Perception 15 Wis
- 11 25 Investigation 20 Int
- 12 20 Medicine 15 Wis
- 13 19 Sleight Of H. 20 Dex
- 14 18 Religion 15 Int
- 15 8 Athletics 20 Str
- 16 6 Stealth 10 Dex
- 17 5 Survival 15 Wis
- 18 2 Acrobatics 12 Dex
Although I can’t checked the data, seems plausible. It’s a good basis for prioritizing.
Classes with the most skill proficiencies
imho the best suitable characters, which get the most skills are:
- Rogue (4),
- Bard (3),
- Cleric: Knowledge Domain (2 + 2 from domain) (For int based skills)
- Ranger (3).
That is not the full list of bonus skill profeciencies, but enough for the cause.
Additionally Bard and Rogue have the expertise, which doubles the proficiency bonus for the selected skills you are profecient with. For skills like persuasion, sleight of hand, stealth or performance I would consider having the expertise.
- Rogue can select 2 skills to have expertise in each time, on 1 and 6-th.
- Bard can select 2 skills to have expertise in each time, on 4 and 10 Level,
In addition on 2-d level bard gets the “Jack of all Trades” feature, which adds half of the proficiency bonus to the skills the character is not profecient with. For more information on profeciency bonus, refer to wiki
Backgrounds help to cover the lacking skills and influence the tasks needed for gaining the inspiration points. For more information, refer to wiki
The background are as follows:
ACOLYTE – Insight (WIS), Religion (INT)
CHARLATAN – Sleight Of H. (DEX), Deception (CHA)
CRIMINAL – Stealth (DEX), Deception (CHA)
ENTERTAINER – Acrobatics (DEX), Performance (CHA)
FOLK HERO – Animal Handling (WIS), Survival (WIS)
GUILD ARTISAN – Insight (WIS), Persuasion (CHA)
NOBLE – History (INT), Persuasion (CHA)
HERMIT – Medicine (WIS), Religion (INT)
OUTLANDER – Survival (WIS), Athletics (STR)
SAGE – Arcana (INT), History (INT)
SAILOR – Perception (WIS), Athletics (STR)
SOLDIER – Athletics (STR), Intimidation (CHA)
URCHIN – Sleight Of H. (DEX), Stealth (DEX)
To cover the skills according to the related ability scores the following is possible:
- STR – any STR based melee character, Barb, Fighter or Paladin.
- DEX – Rogue, Bard
- INT – Warlock, Wizard, Rogue or Ranger (only investigation).
To cover all the related skills, one could multiclass with Cleric: Knowledge Domain, gaining more profeciencies or take the Feat. For example I didn’t intend to have the characters with high intelligence :/ so I wanted to cover it with one and the “Headband of Intellect”
- WIS – Bard, Ranger or Druid
- CHA – Rogue, Bard, Sorcerer, Paladin or Warlock, all will do.
Composition in my case was:
- Rogue, Sorcerer – CHA, DEX
Charlatan (Persuasion, Intimidation, Deception, Performance,Sleight Of H., Stealth)
- Rogue, Cleric: Knowledge Domain – INT, WIS
Sage (Arcana, History, Nature, Perception, Investigation, Sleight Of H., Religion,Stealth)
- Druid – WIS
Folk Hero (Insight, Animal Handling, Medicine, Survival)
- Barbarian – STR, DEX
Urchin (Athletics, Stealth, Survival, Acrobatics)
The following conditions grant the disadvantages, that’s not the full list for sure:
- Blur on incoming attack rolls
- Poisoned Status on attack rolls and ability checks
- Heat Metal on attack rolls
- PROTECTION FROM EVIL AND GOOD On incoming attack rolls for fiends and undead
- FRIGHTENED can’t move and has Disadvantage on Ability Checks and Attack Rolls.
- Hex Disadvantage On (!)Ability Checks
- BESTOW CURSE On Saving throws
- Mage Slayer Enemy Constitution Saving Throw
- SHOCKED Cannot take reactions and has Disadvantage on Ability Checks and Saving Throws using Dexterity.
- PRONE Disadvantage on Strength and Dexterity Saving Throws.
- DAZED Has Disadvantage on Wisdom Saving Throws, can’t take Reactions, and loses the Dexterity bonus to their Armour Class.
- Protection Style Disadvantage to attacker’s attack rolls
- Blindness Gave disadvantage on attacks. Allowed advantage on all attacks made against you.
- Bleeding condition incurs Disadvantage on Constitution Saves.
- Heightened Spell Metamagic gives a disadvantage on saving throw
- No darkvision withoiut light disadvantage on attack rolls
Note: Starting as Origin, Dark Urge or Custom Character?
In the videos on the topic the it was mentioned, that according to Swen Vincke, for better game experience it is suggested not to play the origin character in the first walktrough. It would give better perspective later on, on the second walktrough where you could live the story from their perspective. I would say he has a point.
Even playing for Dark Urge is not recommended because of dead lock for violence in certain situations. From other side, he makes it possible to solve certain problems the brutal way.
Considering both options I’ll probably play for 2 characters at the same time, one – custom one, second one – Dark Urge, starting the game as multiplayer. And if I don’t like the Dark Urge options in dialogue, I’ll switch to custom one.
I gues that’s it. I wish you good start of the game
- Baldur’s Gate 3 – Tips & Tricks
- Baldur’s Gate 3 Abjuration Warlock Protoss Armor Guide
- Baldur’s Gate 3 NPC Guide
- Baldur’s Gate 3 Tips and Tricks to Get Started For Beginners
- Baldur’s Gate 3 The Frontline Ranger Build