Editing Guide:Gish (Spellblades)

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[[Category:Guides]]
[[Category:Guide]]
{{community article}}
 
*Work in Progress*
*Work in Progress*


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'''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:''' 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.
*[[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.
*[[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.  
*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 Synergy]] to land your big spells, but you will have more of them per long rest due to the aforementioned spell slots.  




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==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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