User:Kiljaedenas: Difference between revisions

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=== Multiclass options ===
=== Multiclass options ===


* SORLOCK: Nerfed. Quicken Spell now 50% more expensive than DnD5E, 3 point cost per shot (a Fireball spell worth), and need 3 levels in Sorcerer minimum. Sorc does get Haste at level 5 at a lvl 3 slot, but 2 levels of Warlock to get Invocations costs the level 6 spells like Circle of Death. Too pricy.
* SORLOCK: Nerfed. Quicken Spell now 50% more expensive than DnD5E, 3 point cost per shot (a Fireball spell worth), and need 3 levels in Sorcerer minimum. Sorc does get Haste at level 5 at a lvl 3 slot, but 2 levels of Warlock to get Invocations costs the level 6 spells like Circle of Death. Too pricy. Use of a single level as Dragonborn is surprisingly effective, can replace the Armour of Shadows invocation and gain multiple handy spells.
* PALOCK: Trash at range. Would need to switch to Pact of the Blade variant, not necessarily preferable. Oathbreaker highest damage option with Aura of Hate, effectively the Lifedrinker invocation but a great deal earlier in level.
* PALOCK: Trash at range. Would need to switch to Pact of the Blade variant, not necessarily preferable. Oathbreaker highest damage option with Aura of Hate, effectively the Lifedrinker invocation but a great deal earlier in level. Use of a single level very limited.
* BARLOCK: Maybe, but 2 levels of Warlock to get Invocations costs the level 6 spell slots. Would need College of Lore to get decent other spells like Haste and Fireball. Level 6 spell loss is very pricy.
* BARLOCK: Maybe, but 2 levels of Warlock to get Invocations costs the level 6 spell slots. Would need College of Lore to get decent other spells like Haste and Fireball. Level 6 spell loss is very pricy. Using just 1 level gives a few viable spells.
* OTHER CLASSES: Only 1 single level would be viable, any more loses Circle of Death. With 1 level Fighter is useless, Cleric gives a few viable spell and skill options, Druid has a couple of viable spells, Monk is useless, Ranger slightly viable as Keeper of the Veil, Rogue is useless, Wizard is less effective than one level in Sorcerer.


=== Item Set ===
=== Item Set ===


* Weapons: [[Melf's First Staff]] (Act 1 store), [[Staff of the Emperor]] (Act 2 combat theft), [[The Spellsparkler]] (Act 1 quest reward), [[Incandescent Staff]] (Act 2 store), [[Staff of Cherished Necromancy]] (Act 3 combat loot) (test necrotic artillery)
* Weapons: [[Corellon's Grace]] (Act 1 store), [[Melf's First Staff]] (Act 1 store), [[Staff of the Emperor]] (Act 2 combat theft), [[Incandescent Staff]] (Act 2 store), [[Staff of Cherished Necromancy]] (Act 3 combat loot) (test necrotic artillery), [[Knife of the Undermountain King]] (Act 1/2 store)
* Armor: [[Potent Robe]] (Act 2 quest reward)
* Armor: [[Potent Robe]] (Act 2 quest reward)
* Helmet: [[Hat of the Sharp Caster]] (Act 3 store)
* Helmet: [[Hat of the Sharp Caster]] (Act 3 store)
* Gloves: [[Daredevil Gloves]] (Act 1/2 store), [[Quickspell Gloves]] (Act 3 store), [[Spellmight Gloves]] (Act 3 quest reward)
* Gloves: [[Bracers of Defence]] (Act 1 chest loot), [[Daredevil Gloves]] (Act 1/2 store), [[Quickspell Gloves]] (Act 3 store), [[Spellmight Gloves]] (Act 3 quest reward)
* Boots: [[Evasive Shoes]] (Act 2 store), [[Bonespike Boots]] (Act 3 chest loot)
* Boots: [[Evasive Shoes]] (Act 2 store), [[Bonespike Boots]] (Act 3 chest loot)
* Cloak: [[Cloak of Protection]] (Act 2 store), [[Cloak of the Weave]] (Act 3 store), [[Cloak of Displacement]] (Act 3 store)
* Cloak: [[Cloak of Protection]] (Act 2 store), [[Cloak of the Weave]] (Act 3 store), [[Cloak of Displacement]] (Act 3 store)
* Amulet: [[Spineshudder Amulet]] (Act 2 combat loot), [[Amulet of Greater Health]] (Act 3 loot), [[Spellcrux Amulet]] (Act 2 combat loot), [[Pearl of Power Amulet]] (check if restores full slot) (Act 1 store from quest)
* Amulet: [[Spineshudder Amulet]] (Act 2 combat loot), [[Amulet of Greater Health]] (Act 3 loot), [[Spellcrux Amulet]] (Act 2 combat loot), [[Pearl of Power Amulet]] (check if restores full slot) (Act 1 store from quest)
* Rings: [[Ring of Free Action]] (Act 2 store), [[Ring of Protection]] (Act 1 quest reward), [[Risky Ring]] (Act 2 store), [[Callous Glow Ring]] (Act 2 chest loot)
* Rings: [[Ring of Free Action]] (Act 2 store), [[Ring of Protection]] (Act 1 quest reward), [[Risky Ring]] (Act 2 store), [[Callous Glow Ring]] (Act 2 chest loot)
=== Illithid Powers ===
* [[Psionic Overload]], check if it also affects spells (Fireball, Eldritch Blast per beam) Beam Confirmed
* [[Cull the Weak]]


=== Level Progress ===
=== Level Progress ===
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# [[Agonising Blast]], [[Armour of Shadows]], [[Hex]]. Make sure an ally has Speak to Animals
# [[Agonising Blast]], [[Armour of Shadows]], [[Hex]]. Make sure an ally has Speak to Animals
# [[Pact of the Tome]]. Chain is useless, Shovel gives most of it. Blade is useless, Smite spells are missing from DnD5E. [[Darkness]] or [[Invisibility]]
# [[Pact of the Tome]]. Chain is useless, Shovel gives most of it. Blade is useless, Smite spells are missing from DnD5E. [[Darkness]] or [[Invisibility]]
# Full Ability Improvement, +1 each to CHA and DEX to increase the bonus of both. Any cantrip, the second of [[Darkness]] or [[Invisibility]]
# Full Ability Improvement, +1 each to CHA and DEX to increase the bonus of both. [[Minor Illusion]], the second of [[Darkness]] or [[Invisibility]]
# [[Repelling Blast]], [[Fireball]]. Key point, get [[Haste]] for free 1/day. Blast is now 2 beams.
# [[Repelling Blast]], [[Fireball]]. Key point, get [[Haste]] for free 1/day. Blast is now 2 beams.
# [[Grant Flight]]
# [[Grant Flight]]
# [[Blight]], [[Book of Ancient Secrets]], CHECK if Rituals can be Inscribed, 9 total options
# [[Blight]], [[Book of Ancient Secrets]], CHECK if Rituals can be Inscribed, 9 total options
# [[Remove Curse]] if no ally has it, otherwise [[Hypnotic Pattern]]. Full Ability Improvement, both into CHA to get to 20 for +5 bonus
# [[Remove Curse]] if no ally has it, otherwise [[Hypnotic Pattern]]. [[Moderately Armoured]] to gain access to Shields, specifically [[Adamantine Shield]].
# [[Cone of Cold]], [[Minions of Chaos]]. Flame Strike is same damage but smaller AoE than Fireball, so skip.
# [[Cone of Cold]], [[Minions of Chaos]]. Flame Strike is same damage but smaller AoE than Fireball, so skip.
# Any spell that fills a tactical gap. Take note of [[Fiendish Resilience]]. Blast is now 3 beams.
# Any spell that fills a tactical gap. Take note of [[Fiendish Resilience]]. Blast is now 3 beams.
# Gain your 3rd spell slot, pick any new standard spell. [[Circle of Death]]
# Gain your 3rd spell slot, pick any new standard spell. [[Circle of Death]]
# Any feat works, maybe full ability improvement with both into DEX for AC, or possibly [[War Caster]], [[Spell Sniper]], any Invocation works
# Any feat works, maybe full ability improvement with both into DEX for AC, or possibly [[War Caster]], [[Spell Sniper]],Full Ability Improvement, both into CHA to get to 20 for +5 bonus. Any Invocation works

Latest revision as of 01:35, 1 December 2023

Initial setup.

Build plan, warlock[edit | edit source]

Multiclass options[edit | edit source]

  • SORLOCK: Nerfed. Quicken Spell now 50% more expensive than DnD5E, 3 point cost per shot (a Fireball spell worth), and need 3 levels in Sorcerer minimum. Sorc does get Haste at level 5 at a lvl 3 slot, but 2 levels of Warlock to get Invocations costs the level 6 spells like Circle of Death. Too pricy. Use of a single level as Dragonborn is surprisingly effective, can replace the Armour of Shadows invocation and gain multiple handy spells.
  • PALOCK: Trash at range. Would need to switch to Pact of the Blade variant, not necessarily preferable. Oathbreaker highest damage option with Aura of Hate, effectively the Lifedrinker invocation but a great deal earlier in level. Use of a single level very limited.
  • BARLOCK: Maybe, but 2 levels of Warlock to get Invocations costs the level 6 spell slots. Would need College of Lore to get decent other spells like Haste and Fireball. Level 6 spell loss is very pricy. Using just 1 level gives a few viable spells.
  • OTHER CLASSES: Only 1 single level would be viable, any more loses Circle of Death. With 1 level Fighter is useless, Cleric gives a few viable spell and skill options, Druid has a couple of viable spells, Monk is useless, Ranger slightly viable as Keeper of the Veil, Rogue is useless, Wizard is less effective than one level in Sorcerer.

Item Set[edit | edit source]

Illithid Powers[edit | edit source]

Level Progress[edit | edit source]

  1. Eldritch Blast, Bone Chill, the Fiend pact, Burning Hands, Command. Main stat bonus Cha (get to 17), secondary bonus Dex (get to 15).
  2. Agonising Blast, Armour of Shadows, Hex. Make sure an ally has Speak to Animals
  3. Pact of the Tome. Chain is useless, Shovel gives most of it. Blade is useless, Smite spells are missing from DnD5E. Darkness or Invisibility
  4. Full Ability Improvement, +1 each to CHA and DEX to increase the bonus of both. Minor Illusion, the second of Darkness or Invisibility
  5. Repelling Blast, Fireball. Key point, get Haste for free 1/day. Blast is now 2 beams.
  6. Grant Flight
  7. Blight, Book of Ancient Secrets, CHECK if Rituals can be Inscribed, 9 total options
  8. Remove Curse if no ally has it, otherwise Hypnotic Pattern. Moderately Armoured to gain access to Shields, specifically Adamantine Shield.
  9. Cone of Cold, Minions of Chaos. Flame Strike is same damage but smaller AoE than Fireball, so skip.
  10. Any spell that fills a tactical gap. Take note of Fiendish Resilience. Blast is now 3 beams.
  11. Gain your 3rd spell slot, pick any new standard spell. Circle of Death
  12. Any feat works, maybe full ability improvement with both into DEX for AC, or possibly War Caster, Spell Sniper,Full Ability Improvement, both into CHA to get to 20 for +5 bonus. Any Invocation works