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Guide:Dual Crossbow Bard Guide

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Revision as of 14:16, 21 May 2024 by 45.50.44.249 (talk) (Added gloves of archery as BIS)
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Introduction[edit | edit source]

  • This is for a build that comes mostly online in mid act II, and focuses on heavy ranged damage through multiple attacks in a single turn. It also provides huge benefits for out of combat functions such as Deception check and Persuasion check (particularly useful in act II to avoid many of the hard battles by convincing enemies to kill themselves, and in any act to get out of problematic situations), and Sleight of Hand check which becomes lucrative in act 2 and 3 when used to pickpocket vendors daily.
  • This build can be used for Astarion, however, it is more powerful when used on a custom character of the Drow race due to their racial Proficiency Hand Crossbows Hand Crossbows.

General Overview[edit | edit source]

Core Mechanics[edit | edit source]

  • The primary damage of this build uses Slashing Flourish (Ranged) Slashing Flourish (Ranged) combined with dual crossbows, multiple actions per turn, and high initiative to deliver devastating attacks. Combining this with Band of the Mystic Scoundrel also provides for efficient crowd control.
  • Because the build focuses on ranged attacks and Slashing Flourish (Ranged) Slashing Flourish (Ranged), maximizing ranged damage, critical hit, and Bardic Inspiration Bardic Inspiration is advised.
  • Damage is also increased by adding Acid damage to all attacks, and building upon that damage as well.
  • Some of the suggested items require the Absolute's Brand to be fully functional, so it is advised to get the brand from Gut in Act I.

Items and Acquisition[edit | edit source]

The below table outlines gear to pick up in each act, and whether to keep or replace later.

Items of Interest Table
Act Item Acquisition What Do? Keep/Replace
Act One Cap of Curing Found in a locked gilded chest behind a pillar near to where Alfira is composing her song in the Druid Grove X: 289 Y: 488.
Soothing Songs
When you inspire an ally using Bardic Inspiration Bardic Inspiration, they also regain 1d6hit points.
Useful for support, but will be replaced later for direct damage modifier.
Act One Haste Helm Found inside the locked chest near the Ancient Sigil Circle waypoint in the Blighted Village X: 32 Y: 403.
Smooth Start
At the start of combat, the wearer gains Momentum Momentum for 3 turns.
Useful for battle movement, but will be replaced later for direct damage modifier.
Act One Blazer of Benevolence Reward for rescuing Volo from the Goblin Camp during Rescue Volo.
Remedial Rhymes
When you inspire an ally using Bardic Inspiration Bardic Inspiration, you gain HP Icon.png 4 temporary hit points.
Useful for support, but will be replaced later for direct damage modifier.
Act One The Graceful Cloth Sold by or stolen from Lady Esther at the Rosymorn Monastery Trail, just after taking the Mountain Path.
Cat's Grace
You gain Cat's Grace and increase your  Dexterity by 2, to a maximum of 20.
Nimble As a Cat
You gain a +1 bonus to your Dexterity  Saving throws and also increase your  Jump distance by  1.5 m / 5 ft.
Keep. This is BIS for out of combat functions, and arguably BIS for combat as well.
Act One Springstep Boots Located in the treasure room behind Dror Ragzlin's throne in the Shattered Sanctum X: 296 Y: 71
Swift Strides
When the wearer Dashes Dashes or takes a similar action during combat, they gain Momentum Momentum for 3 turns.
Good for mobility. These will be replaced in Act II.
Act One Boots of Speed Worn by Thulla in the Myconid Colony. She gives them to you as thanks for curing her of the duergar poison in Cure the Poisoned Gnome. Click Heels Click Heels: Click the heels of your boots as a Bonus action to gain Click Heels Click Heels for Duration: 1 turn.

This condition doubles your Movement Speed and inflicts Disadvantage Icon.png Disadvantage on Opportunity Attacks against you.

Good defense and mobility. These will be replaced in Act II.
Act One Gloves of Power Looted from the Goblin Boss Za'Krug in front of the Druid Grove.
Absolute's Bane
On a hit with a weapon attack, possibly inflict a D4 Slashing.png -1d4 penalty to the target's Attack rolls and Saving throws.

Sleight of Hand Sleight of Hand +1

Keep. This is BIS for out of combat (for SoH) and only replaced for in combat later.
Act One Gloves of Archery Sold by or stolen from Grat the Trader in the Goblin Camp.
Corellon's Guiding Hand
You gain Proficiency with Longbows Longbows and Shortbows Shortbows. In addition, your ranged weapon attacks deal an additional 2 damage.
Can be kept or replaced in Act II. This is BIS for ranged damage, but could be swapped for Ichorous Gloves in Act II if desired.
Act One Caustic Band Sold by or stolen from Derryth Bonecloak in the Myconid Colony, Underdark.
Malefic Excretion
Your weapon attacks also deal 2Damage TypesAcid damage.
Keep this is BIS for combat.
Act One Smuggler's Ring 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:58, Y:512). Keep. This is BIS for out of combat (for SoH and stealth).
Act One Absolute's Talisman Worn by Priestess Gut. Can be obtained as loot during the Defeat the Goblins questline.
The Absolute's Mercy
If the wearer bears the Absolute's Brand, they have Advantage Icon.png Advantage on Death Saving Throws.
Absolute's Talisman: Aid Absolute's Talisman: Aid ()
Cast as a level 2 spell ( Recharge: Long rest.)
Useful for survival. Can be replaced later for damage modifier, or kept for survival.
Act One Amulet of Misty Step
  • Gilded chest next to the bed behind Polma in the Defiled Temple X: 386 Y: 8.
  • As of Patch 5, can also occasionally spawn in Omeluum's trading inventory. If Omeluum has the amulet, the gilded chest behind Polma will have none.
Misty Step Misty Step ()
Cast as a level 2 spell ( Recharge: Short rest.)
Useful for mobility. Can be replaced later for damage modifier, or kept.
Act One Shortsword of First Blood
  • Found on the corpse of an executed Deep Gnome in the Underdark at (X:73, Y:-187), at the entrance of the Decrepit Village (if approaching from the Myconid Colony).
Break the Unbroken
Deals an additional 1d8Damage TypesPiercing to targets that still have all their hit points.
Very useful Act I-II but replaced later. (Main or Offhand)
Act One Knife of the Undermountain King Can be bought or looted from A'jak'nir Jeera in Crèche Y'llek.
Organ Rearranger
Reduce the number you need to roll a Critical Hit while attacking by 1. When they roll 2 damage or less, reroll the dice, taking the highest result.
Shadow Blade
You have Advantage Icon.png Advantage on Attack rolls against Lightly or Heavily Obscured targets when using this blade.
Keep. This is BIS main hand for entire game.
Act One Hand Crossbow +1 If 2 hand crossbows are equipped, use a bonus action for a ranged attack, and procs an automatic additional attack for every shot of Slashing Flourish (Ranged) Slashing Flourish (Ranged) Replaced later. Get two if possible in Act I.
Act One Firestoker Found in an Opulent Chest in Grymforge in the Dormitory room with the Hellsboars (X:-574, Y:382). If 2 hand crossbows are equipped, use a bonus action for a ranged attack, and procs an automatic additional attack for every shot of Slashing Flourish (Ranged) Slashing Flourish (Ranged)
Burned Alive
Deals an additional 1d4Damage TypesSlashing damage to Burning Burning targets.
Replaced later.
Act Two Marksmanship Hat Sold by or stolen from Roah Moonglow in Moonrise Towers.
Marksmanship
You gain a +1 bonus to Ranged Attack rolls and Thrown Attack Rolls.
Used for most of game until late Act III
Act Two Derivation Cloak Can be looted from a Heavy Chest (X: -132 Y: -175) in Balthazar's chambers on the First Floor of Moonrise Towers.
Deadly Derivation
When you Poison Poison a foe, heal yourself for 1d4hit points.
Can be kept or replaced in ACT III.
Act Two Boots of Brilliance Looted from a Heavy Chest in the room just north of Yurgir in the Gauntlet of Shar X: -632 Y: -723. Restore Bardic Inspiration Restore Bardic Inspiration: Play your instrument to restore one of your Bardic Inspiration slots ( Recharge: Long rest). Keep. These are BIS to ensure an extra use of Slashing Flourish (Ranged) Slashing Flourish (Ranged)
Act Two Ichorous Gloves Found inside a metal chest in the storeroom at the back of The Waning Moon X: -253 Y: -71.
Ichorous Corrosion
When the wearer deals Damage TypesAcid damage, they also inflict Noxious Fumes Noxious Fumes on the target(s).
Can replace Gloves of Archery if desired. Provides less damage from ranged attack, but procs additional damage from Caustic Band.
Act Two Ring of Geniality Sold by Barcus Wroot at the Last Light Inn if he is still alive. Keep. BIS for out of combat encounters.
Act Two Ne'er Misser Sold by or stolen from Roah Moonglow in Moonrise Towers.
Magic Missile Magic Missile ()
Cast as a level 3 spell ( Recharge: Short rest.)Changes all attacks from this crossbow to Damage TypesForce
Keep. This is BIS main hand for rest of game.
Act Two Hellfire Hand Crossbow Can be looted from Yurgir in the Gauntlet of Shar X: -653 Y: -764.
Scorching Ray Scorching Ray ()
Cast as a level 3 spell ( Recharge: Short rest.)
Hellstalker
Possibly inflict Burning Burning when attacking while Hiding Hiding or Invisible Invisible.
Keep. This is BIS offhand for rest of game.
Act Three Mask of Soul Perception Found in a DC20 locked Gilded Chest X: -33 Y: 20 in Helsik's Room upstairs at the Devil's Fee in the Lower City.
Soul Perception
Gain a +2 bonus to Attack rolls, Initiative Rolls Initiative Rolls, and Perception Checks.
Detect Thoughts Detect Thoughts ()
Cast as a level 2 spell ( Recharge: Short rest.)
Keep. This is BIS.
Act Three Shade-Slayer Cloak Sold by Sticky Dondo X: -17 Y: 755 in the Guildhall, found in the Lower City Sewers.
Stealthy Critical
While Hiding Hiding, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
Can replace Derivation Cloak for direct damage if desired.
Act Three Bhaalist Armour Sold by Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin.
Aura of Murder Aura of Murder
Enemies within 2 m / 7 ft become Vulnerable to Damage TypesPiercing damage, unless they are Resistant or Immune to it.
Ambusher
Gain a +2 bonus to Initiative Rolls Initiative Rolls.
Can replace The Graceful Cloth for in combat if desired. Either could be considered BIS.
Act Three Amulet of Bhaal Looted from Sarevok during Act Three, or given by him upon becoming an Unholy Assassin.
First Blood
On a hit, inflict Bleeding Bleeding upon targets that have maximum Hit Points.
Keep. This is BIS.
Act Three Band of the Mystic Scoundrel Looted from a backpack (X: -1566 Y: -1522) in the Jungle.
Illusion Quickening
After hitting a creature with a weapon attack, you can cast illusion or enchantment spells as a Bonus action.
Keep. This is BIS for in combat for crowd control.
Act Three Crimson Mischief Dropped by Orin during Get Orin's Netherstone in Act Three.
Prey Upon the Weak
This weapon deals an additional 1d4Damage TypesPiercing damage against targets with 50% of their hit points or fewer.
Crimson Weapon
When you make an attack with your off-hand weapon, you can add your Ability Modifier to the damage of the attack.
Keep. This is BIS offhand.

Gameplay and Combos[edit | edit source]

The primary goal is to deal ranged damage with Slashing Flourish (Ranged) Slashing Flourish (Ranged) and crowd control with illusion and enchantment spells cast as a bonus action.

Leveling and Progression[edit | edit source]

  • If creating a custom character, the recommendation is to use Drow due to their racial Proficiency Hand Crossbows Hand Crossbows.
  • Place 16 into Dex and 16 into Charisma as both of these will be your primary stats. (Dex for damage, Charisma for out of combat checks).
  • Start with the Bard class and choose Guild Artisan for the persuasion proficiency and Fey Ancestry for spell protection.
  • At level 3 take College of Swords College of Swords subclass.
  • At level 4 take the take the sharpshooter Feats.
  • Level bard up to 6.
  • At level 7 add rogue as a multi-class.
  • At level 3 of rogue, take the Thief Thief subclass.
  • At level 4 rogue, take the Alert feat for the extra initiative.
  • Add Fighter Fighter multi-class for the last two levels to gain access to Action Surge Action Surge
  • The build really starts to shine during Act Two once you have Marksmanship Hat, Ne'er Misser, and Hellfire Hand Crossbow
  • When out of combat, switch to your out of combat gear for the persuasion, deception, and slight of hand. Before entering combat again, switch to combat gear.