Editing Guide:Gish (Spellblades)

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[[Category:Guides]]
[[Category:Guide]]
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*Work in Progress*
*Work in Progress*


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'''5-6 Ranger or Fighter + 5-6 Cleric + 0-1 Druid:''' Use your bonus actions to heal yourself and just start swinging. This is a really interesting build, because it feels more like just... a really tanky fighter?  There are just enough spells from the Cleric spell list that can be cast as bonus actions to feel meaningful, but you're mostly going to be relying on weapon attacks to fill the vast majority of your action economy.  Still, it's a very effective build in a straight up brawl.  Ranger will offer different utility compared to Fighter.
'''5-6 Ranger + 5-6 Cleric + 0-1 Druid:''' Extra Attack from Ranger, War Priest for '''War Domain.'''  Use your bonus actions to heal yourself and start swinging.
*Take 6 levels of Fighter instead of Ranger if you want the extra feat.
*Druid is not at all necessary if you choose to invest in Strength or Dexterity, or if you use an Elixir of Hill/Cloud Giant Strength.  However, if you do want to use Shillelagh and invest in Wisdom for better healing, Ironwood Club and Ironvine Shield can be a really interesting way of bolstering your damage with a single handed weapon, while still benefiting from the extra AC of a shield.
*Druid is not at all necessary if you choose to invest in Strength or Dexterity, or if you use an Elixir of Hill/Cloud Giant Strength.  However, if you do want to use Shillelagh and invest in Wisdom for better healing, Ironwood Club and Ironvine Shield can be a really interesting way of bolstering your damage with a single handed weapon, while still benefiting from the extra AC of a shield.
*This build in particular pairs well with '''Broodmother's Revenge''' for even more bonus damage, or '''Shattered Flail / Sword of Chaos''' for extra healing.
*This build in particular pairs well with '''Broodmother's Revenge''' for even more bonus damage, or '''Shattered Flail / Sword of Chaos''' for extra healing.
'''11-12 Cleric + 0-1 Druid / 6-7 Cleric + 5 Ranger + 0-1 Druid:''' An alternative of the above build, this build is going to perform much better as a summoner than as a true spellblade.  Take '''Life Domain''' Cleric for '''Disciple of Life''' and Heavy Armor proficiency. Ranger for Extra Attack, if you want it.  Druid for Shillelagh, if you want it.
*Pair with '''The Reviving Hands''' or '''Hellrider's Pride''' for more support.
'''10 Druid + 2 Ranger / 5-7 Druid + 5-6 Ranger:''' This build plays a lot like an Eldritch Knight, using melee attacks to build up '''Arcane Synergy''' and then cashing in with reliable AoE spells.   
*I need to test how '''Arcane Synergy''' works with '''Wild Shape.'''
*'''Circle of the Spores''' Druids gain what is probably their subclass defining ability at level 6.




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==Intelligence as your main Spellcasting modifier==
==Intelligence as your main Spellcasting modifier==
'''1. 11 Fighter + 1 Wizard / 5-7 Fighter + 5-7 Wizard:''' Almost certainly the two versions of Eldritch Knight that I've had the most success with, you have two main distinctions here.  Taking 11 Fighter levels gives you a 3rd attack per action, while splitting your levels between Fighter and Wizard will give you much more spell slots.  As of making this list, a single level of Wizard is enough to learn spells from scrolls for ''any'' level spell slot.
'''1. 11 Fighter + 1 Wizard / 5-7 Fighter + 5-7 Wizard:'''
*[[Eldritch Knight]] gains it's maximum spell slots at level 10, capping out at 4 level 1 spell slots and 3 level 2 spell slots. The single level of Wizard will not be enough to grant you access to level 3 spells, unfortunately. You could drop to 10 levels of Fighter, but you'd lose out on your third attack, which doesn't feel worth it for this build specifically. HOWEVER, the big advantage this version of the build has is [[Eldritch Strike]], which can be ''extremely'' strong.
*At +- 6 Fighter and 6 Wizard, you will have up to 2 level 4 spell slots, which I would argue is enough to feel worth it, plus whatever bonuses from your Wizard subclass, like [[Enchantment]].  Since you lose out on [[Eldritch Strike]], you'll lean more on [[Arcane Acuity (Condition)]] to land your big spells, but you will have more of them per long rest due to the aforementioned spell slots.


 
'''2. 8 Rogue + 3 Bard + 1 Wizard / 10 Rogue + 2 Wizard / 9 Rogue + 1-2 Wizard + 1-2 Fighter:''' This is my attempt to make an Arcane Trickster that actually made sense, I made this.  Is it good?  I have no idea.  9 Rogue gives you '''Magical Ambush,''' which feels like the only reason you would take '''Arcane Trickster''' in the first place.  The Bard levels are mostly for '''Defensive Flourish,''' but without '''Improved Bardic Inspiration''' you are really lacking combat options over the course of multiple battles.  Still, with a strong enough alpha strike, maybe it doesn't matter.
'''2. 8 Rogue + 1-4 Wizard + 0-3 Bard / 10 Rogue + 2 Wizard / 9 Rogue + 1-2 Wizard + 1-2 Fighter:''' This is my attempt to make an Arcane Trickster that actually made senseI made this.  Is it good?  I have no idea.  9 Rogue gives you '''Magical Ambush,''' which feels like the only reason you would take '''Arcane Trickster''' in the first place.   
*2 levels of Wizard give you access to either the Abjuration or Divination subclass.  Alternatively, you can take Evocation and use Cunning Action: Hide multiple time throughout a fight to nuke groups of enemies.
*2 levels of Wizard give you access to either the Abjuration or Divination subclass.  Alternatively, you can take Evocation and use [[Cunning Action: Hide]] multiple time throughout a fight to nuke groups of enemies.
*2 levels of Fighter gives you Action Surge.  You know this.
*2 levels of Fighter gives you Action Surge.  You know this.


==Charisma as your main Spellcasting modifier==
==Charisma as your main Spellcasting modifier==
'''1.''' '''8 Paladin + 4 Sorcerer / 6 Paladin + 6 Sorceror / 5 Paladin + 4 Sorceror + 3 Fighter:''' An evolution of the Divine Smite build listed earlier, the inclusion of Sorceror levels instead of Warlock levels reduces the number of attacks we can make in a single turn, but allows us to cast spells as a bonus action using '''Quicken Magic.''' 5 levels of Paladin give us two attacks per action, while 3 levels of Sorceror is mandatory for a single use of '''Quicken Magic''' per Long Rest, at baseline. Alternatively, 8 levels of Paladin give us another feat, as well as Auras depending on your Oath.  At level 6 Sorceror, we can use '''Quicken Magic''' twice per Long Rest at baseline. 2 levels of Fighter give '''Action Surge,''' while 3 levels of Fighter allow us to take '''Battlemaster''' or '''Champion''' for better Striking.   
'''1.''' '''8 Paladin + 4 Sorcerer / 6 Paladin + 6 Sorceror / 5 Paladin + 4 Sorceror + 3 Fighter:''' An evolution of the Divine Smite build listed earlier, the inclusion of Sorceror levels instead of Warlock levels reduces the number of attacks we can make in a single turn, but allows us to cast spells as a bonus action using '''Quicken Magic.''' 5 levels of Paladin give us two attacks per action, while 3 levels of Sorceror is mandatory for a single use of '''Quicken Magic''' per Long Rest. Alternatively, 8 levels of Paladin give us another feat, as well as Auras depending on your Oath.  At level 6 Sorceror, we can use '''Quicken Magic''' twice per Long Rest; I would not recommend going past 6 levels of Sorceror, unless you ''really'' want a cast of '''Twinned Spell''' or something. 2 levels of Fighter give '''Action Surge,''' while 3 levels of Fighter allow us to take '''Battlemaster''' or '''Champion''' for better Striking.   
*This build is very linear, but allows for enough spell slots to have meaningful choices in how we approach combat scenarios.  Typically you will want to spend your spell slots on Divine Smite or Hold Person for very reliable, self-sufficient damage, but you will have access to spells like Haste, Fireball, or Counterspell with 5 levels of Sorcerer or higher.  
*This build is very linear, but allows for enough spell slots to have meaningful choices in how we approach combat scenarios.  Typically you will want to spend your spell slots on Divine Smite or Hold Person for very reliable, self-sufficient damage, but you will have access to spells like Haste, Fireball, or Counterspell with 5 levels of Sorcerer or higher.  
*At 6 Paladin and 6 Sorcerer, you will have 4/3/3/3/1 spell slots, respectively.  
*At 6 Paladin and 6 Sorcerer, you will have 4/3/3/3/1 spell slots, respectively.  
*At 5 Paladin and 4 Sorcerer, you will have 4/3/3, but will have access to 3 Superiority Die through the Battlemaster subclass.
*At 5 Paladin and 4 Sorcerer, you will have 4/3/3, but will have access to 3 Superiority Die through the Battlemaster subclass.
*If you use '''Potion of Hill/Cloud Giant Strength,''' you can dump Strength as a stat and run something like '''14 Dex, 16 Con, 17 Cha''' at base.
*If you use '''Potion of Hill/Cloud Giant Strength,''' you can dump Strength as a stat and run '''14 Dex, 16 Con, 17 Cha''' at base.




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*2 levels of Wizard gives you access to either Abjuration or Divination, both increase your survivability.  
*2 levels of Wizard gives you access to either Abjuration or Divination, both increase your survivability.  
*'''Thief''' is probably still the best Rogue subclass for this build, as usual.  A build that improves Arcane Trickster by not picking Arcane Trickster at all.  
*'''Thief''' is probably still the best Rogue subclass for this build, as usual.  A build that improves Arcane Trickster by not picking Arcane Trickster at all.  
*'''This is maybe my favorite Spellblade build out of this entire list, because it really allows you to play the game in a completely different way.'''




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=Equipment=
=Equipment=
===Helmets===
===Helmets===
* [[Diadem of Arcane Synergy]]
Diadem of Arcane Synergy
* [[Helmet of Arcane Acuity]]
 
* [[Browbeaten Circlet]]
Helmet of Arcane Acuity
* [[Hat of Fire Acuity]]
 
* [[Hat of Storm Scion's Power]]
Browbeaten Circlet
* [[The Lifebringer]]
 
* [[Warped Headband of Intellect]]
Hat of Fire Acuity  
* [[Diadem of Arcane Synergy]]
 
* [[Pyroquickness Hat]]
Hat of Storm Scion's Power
* [[Coldbrim Hat]]
 
The Lifebringer  
 
Warped Headband of Intellect  
 
Diadem of Arcane Synergy
 
Pyroquickness Hat
 
Helm of Arcane Acuity
 
Coldbrim Hat
 
===Capes===


===Gloves===
===Gloves===


* [[Gloves of Battlemage's Power]]
Gloves of Battlemage's Power


===Armor===
===Armor===


* [[Bided Time]]
Bided Time


===Boots===
===Boots===


* [[Boots of Arcane Bolstering]]
Boots of Arcane Bolstering


===Accessories===
===Accessories===


* [[Ring of Arcane Synergy]]
Ring of Arcane Synergy


===Cloaks===
===Cloaks===
* [[Vivacious Cloak]]
Vivacious Cloak


===Weapons (and Shields)===
===Weapons (and Shields)===
* [[Ironwood Club]]
Ironwood Club
* [[Ironvine Shield]]
 
Ironvine Shield
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