Guide:Multiclassing Guide by Phantomsplit: Difference between revisions

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(Created page with "This guide was initially in the [https://www.reddit.com/r/BaldursGate3/comments/14ugffa/guide%20to%20multiclassing%20in%20bg3%20and%20some/ form of a Reddit post] shared on r/BG3Builds and r/BaldursGate3, and is being copied over to the community wiki. Some of the guide's formatting may reflect this transition. '''This guide was written while Baldur's Gate 3 was still in early access.''' While we know that Larian will be making many changes to the D&D 5e D&D 5e Rule...")
 
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== Common Multiclassing Confusion and Pitfalls ==
== Common Multiclassing Confusion and Pitfalls ==
I will not cover all the multiclassing rules. They are described in depth [https://www.dndbeyond.com/sources/basic-rules/customization-options#Multiclassing here] with examples. The basics are that when you level up you can choose to increase the level in your existing class. Or you can take a level in a different class. So a second level character may be a Level 1 {{Class|Fighter}}/Level 1 {{Class|Wizard}}, getting ''most'' of the benefits of each class. But I will provide emphasis to some common sources of confusion and pitfalls.
I will not cover all the multiclassing rules. They are described in depth [https://www.dndbeyond.com/sources/basic-rules/customization-options#Multiclassing here] with examples. The basics are that when you level up you can choose to increase the level in your existing class. Or you can take a level in a different class. So a second level character may be a Level 1 {{Class|Fighter}}/Level 1 {{Class|Wizard}}, getting ''most'' of the benefits of each class. But I will provide emphasis to some common sources of confusion and pitfalls.


==== What do you get from your second class? ====
==== What do you get from your second class? ====
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The other big things that you do NOT get to stack from a multiclass are unarmored defense, extra attack, and uses of channel divinity. A 5th level {{Class|paladin}} gets to make an extra attack when they take the attack action, and a 5th level {{Class|barbarian}} gets to make an extra attack when they take the attack action. But a barbarian 5/paladin 5 does NOT get three attacks when they take the attack action (barring some external buff of some kind). {{Class|Monk}} and {{Class|barbarian}} unarmored defense do NOT stack, you get one or the other.
The other big things that you do NOT get to stack from a multiclass are unarmored defense, extra attack, and uses of channel divinity. A 5th level {{Class|paladin}} gets to make an extra attack when they take the attack action, and a 5th level {{Class|barbarian}} gets to make an extra attack when they take the attack action. But a barbarian 5/paladin 5 does NOT get three attacks when they take the attack action (barring some external buff of some kind). {{Class|Monk}} and {{Class|barbarian}} unarmored defense do NOT stack, you get one or the other.


==== Class Level vs. Character Level vs. Spellcaster level ====
==== Class Level vs. Character Level vs. Spellcaster level ====
For the most part if you are trying to see what your character can or cannot do, you need to only look at the features granted by their level in each of their [[Classes|classes]]. The two main things that scale off Character Level are [[Proficiency Bonus|proficiency bonus]] and damage scaling from [[cantrip|cantrips]] (0 level spells). There are other things that scale of character level, such as the Tough [[Feats|feat]]. But we are really getting into nuances here. Cantrip damage scaling and proficiency bonus are the big two. Spellcaster level is covered below.
For the most part if you are trying to see what your character can or cannot do, you need to only look at the features granted by their level in each of their [[Classes|classes]]. The two main things that scale off Character Level are [[Proficiency Bonus|proficiency bonus]] and damage scaling from [[cantrip|cantrips]] (0 level spells). There are other things that scale of character level, such as the Tough [[Feats|feat]]. But we are really getting into nuances here. Cantrip damage scaling and proficiency bonus are the big two. Spellcaster level is covered below.


==== Multiclassing Spellcasters (ignoring Warlocks) ====
==== Multiclassing Spellcasters (ignoring Warlocks) ====
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While the basic rules version of multiclassing don't cover [[Eldritch Knight]] {{Class|Fighter}} and [[Arcane Trickster]] {{Class|Rogue}}, they follow the same rules as {{Class|Paladin}}s and {{Class|rangers}} except that EK fighter and AT rogues are 1/3 casters. Meaning you need to divide their level by 3 and then round down to get their effective spellcaster level.
While the basic rules version of multiclassing don't cover [[Eldritch Knight]] {{Class|Fighter}} and [[Arcane Trickster]] {{Class|Rogue}}, they follow the same rules as {{Class|Paladin}}s and {{Class|rangers}} except that EK fighter and AT rogues are 1/3 casters. Meaning you need to divide their level by 3 and then round down to get their effective spellcaster level.


==== Multiclassing Warlock with other casters ====  
==== Multiclassing Warlock with other casters ====  
Note that {{Class|Warlock}}s do not have the Spellcasting feature. They have Pact Magic. Pact Magic and Spellcasting are separate. The warlock spell slots are in addition to whatever spell slots you have from your effective caster level as described above. When you take a short [[Resting|rest]], you only get your warlock spell slots back (not counting something like {{Class|Wizard}}'s [[Arcane Recovery]] feature). However the warlock spells slots are interchangeable with spell slots used to cast spells from other classes, or class abilities like divine smite.
Note that {{Class|Warlock}}s do not have the Spellcasting feature. They have Pact Magic. Pact Magic and Spellcasting are separate. The warlock spell slots are in addition to whatever spell slots you have from your effective caster level as described above. When you take a short [[Resting|rest]], you only get your warlock spell slots back (not counting something like {{Class|Wizard}}'s [[Arcane Recovery]] feature). However the warlock spells slots are interchangeable with spell slots used to cast spells from other classes, or class abilities like divine smite.


==== Spellcasting abilities (Charisma, Intelligence, Wisdom) ====
==== Spellcasting abilities (Charisma, Intelligence, Wisdom) ====
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I picked high elf for this hypothetical character, because as part of picking this race they get a cantrip that scales off Intelligence and a lot of people miss this detail, wondering why their high elf sorcerer is using Intelligence to cast ray of frost. Similarly, a [[drow]]'s Faerie Fire scales off Charisma. Always look at what the casting stat is for a racial spell, and if it requires an attack roll or saving throw.
I picked high elf for this hypothetical character, because as part of picking this race they get a cantrip that scales off Intelligence and a lot of people miss this detail, wondering why their high elf sorcerer is using Intelligence to cast ray of frost. Similarly, a [[drow]]'s Faerie Fire scales off Charisma. Always look at what the casting stat is for a racial spell, and if it requires an attack roll or saving throw.


==== Making a spellsword or "gish" character ====  
==== Making a spellsword or "gish" character ====  
BG3 does not include the Hexblade subclass, which is overtuned at first level and has become a staple of "gish" builds. This is because the hexblade subclass allows you to use Charisma as both your spellcasting ability and your ability to determine accuracy and damage with weapon attacks. BG3 also does not seem to include the "SCAG" cantrips of booming blade or green flame blade. These spells help casters that don't have extra attack keep up in melee combat with martial characters that do have extra attack. It is a bit trickier to make gish characters without these options, but still doable. Single class options exist such as [[Eldritch Knight]] {{Class|fighter}}, [[Arcane Trickster]] {{Class|rogue}}, {{Class|ranger}}, {{Class|paladin}}, {{Class|warlock}} (pact of the blade at level 3, thirsting blade at level 5), swords {{Class|bard}}, and valor {{Class|bard}} are viable options. But if you want to make a multiclassed gish, then you will want to get to extra attack as soon as you can. Ideally level 5, though level 6 is doable. If you are at level 7 and playing in melee without extra attack or the SCAG cantrips, you're going to have a bad time.
BG3 does not include the Hexblade subclass, which is overtuned at first level and has become a staple of "gish" builds. This is because the hexblade subclass allows you to use Charisma as both your spellcasting ability and your ability to determine accuracy and damage with weapon attacks. BG3 also does not seem to include the "SCAG" cantrips of booming blade or green flame blade. These spells help casters that don't have extra attack keep up in melee combat with martial characters that do have extra attack. It is a bit trickier to make gish characters without these options, but still doable. Single class options exist such as [[Eldritch Knight]] {{Class|fighter}}, [[Arcane Trickster]] {{Class|rogue}}, {{Class|ranger}}, {{Class|paladin}}, {{Class|warlock}} (pact of the blade at level 3, thirsting blade at level 5), swords {{Class|bard}}, and valor {{Class|bard}} are viable options. But if you want to make a multiclassed gish, then you will want to get to extra attack as soon as you can. Ideally level 5, though level 6 is doable. If you are at level 7 and playing in melee without extra attack or the SCAG cantrips, you're going to have a bad time.


==== Multiclassing martials ====
==== Multiclassing martials ====
Multiclassing martials is pretty simple, once you understand that extra attack from different classes do NOT stack. But similar to above with gish characters, you want to get to extra attack as fast as possible. You can afford to perhaps take a dip outside of your main class. But you absolutely want to have extra attack by the time you are level 7 as a martial character.
Multiclassing martials is pretty simple, once you understand that extra attack from different classes do NOT stack. But similar to above with gish characters, you want to get to extra attack as fast as possible. You can afford to perhaps take a dip outside of your main class. But you absolutely want to have extra attack by the time you are level 7 as a martial character.


==== 3rd Level Spells ====
==== 3rd Level Spells ====
Full caster classes learn 3rd level spells at Level 5. These spells are usually much stronger than the level 2 and below spells they had access to previously, so Level 5 is a big power bump for casters as well. Multiclassing as a full caster will delay the spell progression significantly and you may feel you are falling behind significantly when other characters are getting access to powerful 3rd level spells. So for similar reasons as with martials, you do not want to heavily multiclass prior to level 5.
Full caster classes learn 3rd level spells at Level 5. These spells are usually much stronger than the level 2 and below spells they had access to previously, so Level 5 is a big power bump for casters as well. Multiclassing as a full caster will delay the spell progression significantly and you may feel you are falling behind significantly when other characters are getting access to powerful 3rd level spells. So for similar reasons as with martials, you do not want to heavily multiclass prior to level 5.


== Popular & Likely Viable BG3 Multiclass Builds ==
== Popular & Likely Viable BG3 Multiclass Builds ==
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==== Crit Fishing Half Orc - Barbarian 9/Champion Fighter 3 ====
==== Crit Fishing Half Orc - Barbarian 9/Champion Fighter 3 ====
When a [[Half-Orc|half-orc]] crits, they roll an extra damage die. When a 9th level {{Class|barbarian}} crits, they roll an extra damage die. Champion {{Class|fighter}}s have double the crit chance (they crit on a 19 or 20 on the attack roll). And if a barbarian reckless attacks, you get advantage on the attack roll which further increases your odds of getting a crit (but also makes you a bit more vulnerable). If you want to go this route, make sure you use a two-handed weapon with a d12 damage die unless you find something extraordinary for your build. If you use something like a greatsword with a 2d6 damage die, then your extra damage dice from half-orc and barbarian would bring it up to 6d6 damage (average 21) on a crit. Whereas is you use a weapon like a battleaxe with a d12 damage die and crit then you will do 4d12 damage (average 26) on a crit. Weigh the opportunity cost.
When a [[Half-Orc|half-orc]] crits, they roll an extra damage die. When a 9th level {{Class|barbarian}} crits, they roll an extra damage die. Champion {{Class|fighter}}s have double the crit chance (they crit on a 19 or 20 on the attack roll). And if a barbarian reckless attacks, you get advantage on the attack roll which further increases your odds of getting a crit (but also makes you a bit more vulnerable). If you want to go this route, make sure you use a two-handed weapon with a d12 damage die unless you find something extraordinary for your build. If you use something like a greatsword with a 2d6 damage die, then your extra damage dice from half-orc and barbarian would bring it up to 6d6 damage (average 21) on a crit. Whereas is you use a weapon like a battleaxe with a d12 damage die and crit then you will do 4d12 damage (average 26) on a crit. Weigh the opportunity cost.




   
==== Tanky Moon Druid - Moon Druid X/Barbarian Y ====
==== Tanky Moon Druid - Moon Druid X/Barbarian Y ====
Moon {{Class|druid}}s can [[Wild Shape|wild shape]], and when they do they basically get a massive HP pool on top of their existing one. {{Class|Barbarian}}s can also [[rage]], and while raged take only half damage from physical damage (the most common type). With Totem (a.k.a. [[Wildheart]]) of the Bear, then this rage damage resistance expands to instead half ALL damage except psychic. If using bear totem then I think the best split is Druid 9/Barbarian 3. But you could argue for other splits as well like Druid 10/Barbarian 2. One common point of confusion is that people think unarmored defense carries over into wild shape. Technically you only get the "natural armor" of your wild shaped form, and do not get any bonus to your AC from your {{Class|barbarian}} unarmored defense. Some DMs let players use unarmored defense in place of the wildshpaed form's natural armor if unarmored defense is higher, but note that your dex and con change to that of the creature you are wildshaped into. Under no circumstance should unarmored defense stack with wildshaped natural armor. Weigh the opportunity cost.
Moon {{Class|druid}}s can [[Wild Shape|wild shape]], and when they do they basically get a massive HP pool on top of their existing one. {{Class|Barbarian}}s can also [[rage]], and while raged take only half damage from physical damage (the most common type). With Totem (a.k.a. [[Wildheart]]) of the Bear, then this rage damage resistance expands to instead half ALL damage except psychic. If using bear totem then I think the best split is Druid 9/Barbarian 3. But you could argue for other splits as well like Druid 10/Barbarian 2. One common point of confusion is that people think unarmored defense carries over into wild shape. Technically you only get the "natural armor" of your wild shaped form, and do not get any bonus to your AC from your {{Class|barbarian}} unarmored defense. Some DMs let players use unarmored defense in place of the wildshpaed form's natural armor if unarmored defense is higher, but note that your dex and con change to that of the creature you are wildshaped into. Under no circumstance should unarmored defense stack with wildshaped natural armor. Weigh the opportunity cost.




   
==== Tanky Caster version 1 - Fighter X/Squishy Caster Y ====
==== Tanky Caster version 1 - Fighter X/Squishy Caster Y ====


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==== Tanky Caster version 2 - Cleric 1/Wizard 11 ====
==== Tanky Caster version 2 - Cleric 1/Wizard 11 ====


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==== Sorcadin - Paladin X/Sorcerer Y ====
==== Sorcadin - Paladin X/Sorcerer Y ====


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==== Bardadin - Paladin X/Bard Y ====
==== Bardadin - Paladin X/Bard Y ====


This is very similar to the Sorcadin above, except {{Class|bard}} instead of sorcerer. You can make a caster heavy focused baradin or a melee focused one, just like the sorcadin. However unlike Sorcadin, the bard has the valor and swords bard subclass. This means a melee focused Bardadin will focus on swords or valor bard for the first 6 levels to get extra attack and then 2 levels in paladin to unlock [[Divine Smite|divine smite]], and then the rest can go in bard. But starting as a bard and multiclassing into Paladin means you do not get heavy armor proficiency, so you'll want to be dex based if you go this route.
This is very similar to the Sorcadin above, except {{Class|bard}} instead of sorcerer. You can make a caster heavy focused baradin or a melee focused one, just like the sorcadin. However unlike Sorcadin, the bard has the valor and swords bard subclass. This means a melee focused Bardadin will focus on swords or valor bard for the first 6 levels to get extra attack and then 2 levels in paladin to unlock [[Divine Smite|divine smite]], and then the rest can go in bard. But starting as a bard and multiclassing into Paladin means you do not get heavy armor proficiency, so you'll want to be dex based if you go this route.


This build will do a similar amount of damage as the melee sorcadin since you don't have metamagic to make more spell slots, but you also have more spell slots available and at higher levels due to all your bard levels. Sorcadin probably wins on damage if you are using metamagic to quicken cast buff spells. But Paladin already has a ton of damage potential, and you are supplementing it with your bard spell slots so Bardadin damage is nothing to scoff at whatsoever. However you will be better at out-of-combat support through extra skill proficiencies, jack of all trades, and bardic inspiration than a sorcadin would be. I would play a bardadin over a sorcadin any day thanks to this utility. Weigh the opportunity cost.
This build will do a similar amount of damage as the melee sorcadin since you don't have metamagic to make more spell slots, but you also have more spell slots available and at higher levels due to all your bard levels. Sorcadin probably wins on damage if you are using metamagic to quicken cast buff spells. But Paladin already has a ton of damage potential, and you are supplementing it with your bard spell slots so Bardadin damage is nothing to scoff at whatsoever. However you will be better at out-of-combat support through extra skill proficiencies, jack of all trades, and bardic inspiration than a sorcadin would be. I would play a bardadin over a sorcadin any day thanks to this utility. Weigh the opportunity cost.




 
==== Lockadin - Paladin X/Warlock Y ====
==== Lockadin - Paladin X/Warlock Y ====


This is very similar to the Sorcadin above, except {{Class|warlock}} instead of sorc. You can make a caster heavy focused lockadin or a melee focused one, just like the sorcadin. The melee focused lockadin takes advantage of getting the warlock's spell slots that come back on a short rest on top of their paladin slots. So they smite away, and then get back two of their spell slots back on a short rest. This multiclass is a lot more common with the warlock's hexblade subclass, but that is not present in BG3. So most that take this build would go paladin 5, then two in warlock, then paladin the rest of the way.
This is very similar to the Sorcadin above, except {{Class|warlock}} instead of sorc. You can make a caster heavy focused lockadin or a melee focused one, just like the sorcadin. The melee focused lockadin takes advantage of getting the warlock's spell slots that come back on a short rest on top of their paladin slots. So they smite away, and then get back two of their spell slots back on a short rest. This multiclass is a lot more common with the warlock's hexblade subclass, but that is not present in BG3. So most that take this build would go paladin 5, then two in warlock, then paladin the rest of the way.


But now that Larian is changing Pact of the Blade to use [[Charisma]] on weapon attack and damage rolls, it becomes tempting to go at least 3 in warlock. And you want to do this right away so that you can start making weapon attacks with Charisma. This makes it tempting to go to 5 in warlock so that you can get extra attack. Finding break points on when to multiclass if you want to go this route is complex, and you may actually want to go Warlock 5 first and then Paladin 2, but then respec to Paladin 5/Warlock 3 when you hit level 8. From there put the rest of your levels in Paladin. Weigh the opportunity cost.
But now that Larian is changing Pact of the Blade to use [[Charisma]] on weapon attack and damage rolls, it becomes tempting to go at least 3 in warlock. And you want to do this right away so that you can start making weapon attacks with Charisma. This makes it tempting to go to 5 in warlock so that you can get extra attack. Finding break points on when to multiclass if you want to go this route is complex, and you may actually want to go Warlock 5 first and then Paladin 2, but then respec to Paladin 5/Warlock 3 when you hit level 8. From there put the rest of your levels in Paladin. Weigh the opportunity cost.




   
==== Bardlock - Warlock 2/Bard 10 ====
==== Bardlock - Warlock 2/Bard 10 ====


One of {{Class|Bard}}'s greatest down sides is a lack of a good damage source. But they are [[Charisma]] casters, {{Class|warlocks}} are charisma casters, warlocks get eldritch blast which is a decent damage [[Spells|cantrip]], but made into a great damage cantrip with the warlock's agonizing blast [[Eldritch Invocation|eldritch invocation]] at second level. So the build usually goes taking 2 levels in warlock, the rest in bard.
One of {{Class|Bard}}'s greatest down sides is a lack of a good damage source. But they are [[Charisma]] casters, {{Class|warlocks}} are charisma casters, warlocks get eldritch blast which is a decent damage [[Spells|cantrip]], but made into a great damage cantrip with the warlock's agonizing blast [[Eldritch Invocation|eldritch invocation]] at second level. So the build usually goes taking 2 levels in warlock, the rest in bard.


But now that Larian is changing Pact of the Blade to use Cha on weapon attack and damage rolls, it becomes tempting to take 5 levels in warlock and then go into bard (likely lore subclass, but you can argue valor or swords) to make a spellsword character. Weigh the opportunity cost.
But now that Larian is changing Pact of the Blade to use Cha on weapon attack and damage rolls, it becomes tempting to take 5 levels in warlock and then go into bard (likely lore subclass, but you can argue valor or swords) to make a spellsword character. Weigh the opportunity cost.




 
==== Sor-lock-bard-adain ====
==== Sor-lock-bard-adain ====


Some combination of Paladin, Warlock, and the rest in either Bard or Sorc. Using the principles of above four builds. Maybe you make a paladin gish with the benefits of sorc and warlock spell slots. Maybe you make a bard-lock eldritch blast spammer, but dip into paladin for armor and shield proficiency. There are tons and tons of options between the 4 charisma casters. Weigh the opportunity cost.
Some combination of Paladin, Warlock, and the rest in either Bard or Sorc. Using the principles of above four builds. Maybe you make a paladin gish with the benefits of sorc and warlock spell slots. Maybe you make a bard-lock eldritch blast spammer, but dip into paladin for armor and shield proficiency. There are tons and tons of options between the 4 charisma casters. Weigh the opportunity cost.




   
==== The Ambush Ranger - Assassin Rogue X/Gloomstalker Ranger Y/Fighter Z ====
==== The Ambush Ranger - Assassin Rogue X/Gloomstalker Ranger Y/Fighter Z ====


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Put all this together and you get 2 attacks from a level 5 ranger or {{Class|fighter}}'s attack action, another attack doing an additional 1d8 damage from gloom stalker, and a bonus action attack if you are properly equipped with equipment and possibly feats for a total of four attacks. Now add at least 2 levels of fighter to get action surge, which gives you another 3 attacks (2 from extra attack, 1 from gloomstalker opening round which does an additional d8 of damage) attacks for a total of 7 attacks on this absolutely absurd opening turn. One of the above attacks will also do sneak attack damage. Any of these attacks made against targets behind you in initiative will have advantage, and if the target is surprised then each of these attacks automatically crit which doubles the amount of damage dice rolled. And with all these possible crits, half-orc is looking awfully tempting for the extra weapon damage die for each attack that crits.
Put all this together and you get 2 attacks from a level 5 ranger or {{Class|fighter}}'s attack action, another attack doing an additional 1d8 damage from gloom stalker, and a bonus action attack if you are properly equipped with equipment and possibly feats for a total of four attacks. Now add at least 2 levels of fighter to get action surge, which gives you another 3 attacks (2 from extra attack, 1 from gloomstalker opening round which does an additional d8 of damage) attacks for a total of 7 attacks on this absolutely absurd opening turn. One of the above attacks will also do sneak attack damage. Any of these attacks made against targets behind you in initiative will have advantage, and if the target is surprised then each of these attacks automatically crit which doubles the amount of damage dice rolled. And with all these possible crits, half-orc is looking awfully tempting for the extra weapon damage die for each attack that crits.


Once you get past the first round of combat, this build significantly quiets down. But after such a devastating opening, the enemy is usually down a few members. The exact level split may be up in the air, pending possible changes to assassin rogue and the ranger class. Weigh the opportunity cost.
Once you get past the first round of combat, this build significantly quiets down. But after such a devastating opening, the enemy is usually down a few members. The exact level split may be up in the air, pending possible changes to assassin rogue and the ranger class. Weigh the opportunity cost.


[https://youtube.com/shorts/ei_1fgIDcgw?feature=share4 This build does have a bit of an amusing "edgy powergamer reputation" in the tabletop community], but if playing singleplayer then there is nobody to judge you.
[https://youtube.com/shorts/ei_1fgIDcgw?feature=share4 This build does have a bit of an amusing "edgy powergamer reputation" in the tabletop community], but if playing singleplayer then there is nobody to judge you.




    The "Life"berry Healer - Life Cleric X/Druid Y or Life Cleric X/Ranger Y
==== The "Life"berry Healer - Life Cleric X/Druid Y or Life Cleric X/Ranger Y ====


When a healing spell cast by a [[Life Domain|life]] {{Class|cleric}} does healing, it does an additional 3 points of healing. The [[Goodberry|goodberry]] spell in tabletop summons 10 berries, each of which does 1 healing. And in tabletop the life cleric additonal healing does interact with each goodberry consumed. Meaning that a single cast of good berry will do provide 40 hitpoints of healing. But this spell has been changed in BG3 Early Access at least to instead summon four berries, each of which does 1d4 healing. On its own this change is a roughly equivalent amount of healing. But when BG3's goodberries interact with life cleric's additional healing bonus then this significantly cuts down the expected amount of healing to closer on the order of 19 hp. In BG3 Early Access this interaction will also only work if the life cleric who cast the goodberry spell is the one to consume the "life"berries, it does not work if another party member eats the "life"berries. It is still extremely powerful for a first level spell, but not as good as in tabletop. All you need is 1 level in life cleric, and the goodberry spell which can be obtained by 1 level in {{Class|druid}} or 2 levels in {{Class|ranger}}. You can make any of these three classes into your main class after that. Weigh the opportunity cost.
When a healing spell cast by a [[Life Domain|life]] {{Class|cleric}} does healing, it does an additional 3 points of healing. The [[Goodberry|goodberry]] spell in tabletop summons 10 berries, each of which does 1 healing. And in tabletop the life cleric additonal healing does interact with each goodberry consumed. Meaning that a single cast of good berry will do provide 40 hitpoints of healing. But this spell has been changed in BG3 Early Access at least to instead summon four berries, each of which does 1d4 healing. On its own this change is a roughly equivalent amount of healing. But when BG3's goodberries interact with life cleric's additional healing bonus then this significantly cuts down the expected amount of healing to closer on the order of 19 hp. In BG3 Early Access this interaction will also only work if the life cleric who cast the goodberry spell is the one to consume the "life"berries, it does not work if another party member eats the "life"berries. It is still extremely powerful for a first level spell, but not as good as in tabletop. All you need is 1 level in life cleric, and the goodberry spell which can be obtained by 1 level in {{Class|druid}} or 2 levels in {{Class|ranger}}. You can make any of these three classes into your main class after that. Weigh the opportunity cost.




   
==== The Angry Rogue - Barbarian X/Rogue Y ====
==== The Angry Rogue - Barbarian X/Rogue Y ====


For a {{Class|rogue}} to get [[Sneak Attack (Melee)|sneak attack]] they either need to have [[Advantage|advantage]] on the [[Attack Roll|attack roll]], or the target must have another hostile (not counting the rogue) within 5 ft of it while the rogue does not have disadvantage. This is usually achievable, but not always. If only there was some way to just give yourself advantage... This is where two levels in {{Class|barbarian}} comes in so you get [[Reckless Attack]]. You get advantage on your attack rolls, but enemies will have advantage on attack rolls against you for one round. Fortunately [[Rage|rage]] and [[Uncanny Dodge|uncanny dodge]] are there to help your defense a bit. The typical way to build this would be to go Strength based, as sneak attack only requires that you use a weapon with the finesse property, but not necessarily that you use dex on your attack rolls. So you can sneak attack by wielding a rapier for example with strength. And while you are at it, apply bonus rage damage if you are raging. If you go this strength route you will probably want to take your first level in barbarian, because that is the only way this build is getting medium armor proficiency (unless you pick the mountain dwarf as your race, or the moderately armored feat). That is how most tabletop players do this build, and I'd recommend doing 2 barb and 10 rogue to catch the bonus ASI/[[Feats|Feat]] that rogues get at level 10.
For a {{Class|rogue}} to get [[Sneak Attack (Melee)|sneak attack]] they either need to have [[Advantage|advantage]] on the [[Attack Roll|attack roll]], or the target must have another hostile (not counting the rogue) within 5 ft of it while the rogue does not have disadvantage. This is usually achievable, but not always. If only there was some way to just give yourself advantage... This is where two levels in {{Class|barbarian}} comes in so you get [[Reckless Attack]]. You get advantage on your attack rolls, but enemies will have advantage on attack rolls against you for one round. Fortunately [[Rage|rage]] and [[Uncanny Dodge|uncanny dodge]] are there to help your defense a bit. The typical way to build this would be to go Strength based, as sneak attack only requires that you use a weapon with the finesse property, but not necessarily that you use dex on your attack rolls. So you can sneak attack by wielding a rapier for example with strength. And while you are at it, apply bonus rage damage if you are raging. If you go this strength route you will probably want to take your first level in barbarian, because that is the only way this build is getting medium armor proficiency (unless you pick the mountain dwarf as your race, or the moderately armored feat). That is how most tabletop players do this build, and I'd recommend doing 2 barb and 10 rogue to catch the bonus ASI/[[Feats|Feat]] that rogues get at level 10.


But in BG3 it may be possible to do this with a dex based build. Normally in 5e you do not get the extra barbarian rage damage to your attacks unless you use strength, and you cannot recklessly attack unless you use strength for the attack roll. BG3 Early Access does not impose either of these restrictions, and a Dex based barbarian is a good bit tankier while unarmored than a strength based barbarian is while unarmored. Plus a Dex based barb can start as a rogue and get the extra skill proficiencies that come with this.
But in BG3 it may be possible to do this with a dex based build. Normally in 5e you do not get the extra barbarian rage damage to your attacks unless you use strength, and you cannot recklessly attack unless you use strength for the attack roll. BG3 Early Access does not impose either of these restrictions, and a Dex based barbarian is a good bit tankier while unarmored than a strength based barbarian is while unarmored. Plus a Dex based barb can start as a rogue and get the extra skill proficiencies that come with this.


Furthermore in BG3 you may want to take barbarian to level 3 and pick [[Berserker|berserker]] subclass, and pick the [[Thief|thief]] subclass for rogue. This will give you two powerful bonus action attacks you can take as a barbarian/rogue multiclass when raging if these subclasses launch the way that they are in Early Access. Weigh the opportunity cost.
Furthermore in BG3 you may want to take barbarian to level 3 and pick [[Berserker|berserker]] subclass, and pick the [[Thief|thief]] subclass for rogue. This will give you two powerful bonus action attacks you can take as a barbarian/rogue multiclass when raging if these subclasses launch the way that they are in Early Access. Weigh the opportunity cost.




   
==== The Classic Eldritch Knight Gish - Eldritch Knight Fighter X/Abjuration Wizard Y ====
==== The Classic Eldritch Knight Gish - Eldritch Knight Fighter X/Abjuration Wizard Y ====


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Storm {{Class|Sorcerer}} is typically viewed as one of the weaker subclasses in 5e, and many are hoping to see it buffed in BG3. However Larian has a homebrewed rule in BG3 Early Access that causes lightning damage to do double damage against targets which are "[[Wet (Condition)|wet]]." And when a storm sorc casts a leveled spell that does lightning or thunder damage, then you can cause all enemies within 10 feet of you to take lightning or thunder damage equal to half of your Sorc level (cantrips don't trigger this effect). So if an enemy is wet (possible via a quicken cast of [[Create Water|create water]], an ally setting it up by throwing a water flask or other means, etc.) and you cast a lightning leveled spell like [[Chromatic Orb|chromatic orb]], you will do double damage with the lightning spell and damage to all nearby enemies equal to your sorc level. This is potentially very powerful without multiclassing.
Storm {{Class|Sorcerer}} is typically viewed as one of the weaker subclasses in 5e, and many are hoping to see it buffed in BG3. However Larian has a homebrewed rule in BG3 Early Access that causes lightning damage to do double damage against targets which are "[[Wet (Condition)|wet]]." And when a storm sorc casts a leveled spell that does lightning or thunder damage, then you can cause all enemies within 10 feet of you to take lightning or thunder damage equal to half of your Sorc level (cantrips don't trigger this effect). So if an enemy is wet (possible via a quicken cast of [[Create Water|create water]], an ally setting it up by throwing a water flask or other means, etc.) and you cast a lightning leveled spell like [[Chromatic Orb|chromatic orb]], you will do double damage with the lightning spell and damage to all nearby enemies equal to your sorc level. This is potentially very powerful without multiclassing.


But wait, there's more. Tempest domain {{Class|cleric}}s get channel divinity at second level allowing them to roll max damage on all the damage on a lightning or thunder spell once a short rest (essentially double damage). So by combining this with storm sorc and the BG3 EA wet condition making enemies vulnerable to lightning damage, this means that once a short rest you can do 4x damage with a lightning spell on a wet enemy, and simultaneously deal damage equal to your sorc level on all enemies near you. And you can use metamagic to do even more damage by enhancing it or twin casting the spell if action economy allows. This is a gimmicky but viable build in tabletop, and if Larian's homebrewed "wet = double lightning damage" stays in then it will be even more gimmicky but also more viable in BG3. I recommend first level sorc to get constitution saving throw proficiency, then two cleric, then the rest sorc. You do not need to have a high Wisdom for this build, Cha is your main casting stat. Just make sure that the cleric spells you pick are ones that don't require an attack roll or save. Weigh the opportunity cost.
But wait, there's more. Tempest domain {{Class|cleric}}s get channel divinity at second level allowing them to roll max damage on all the damage on a lightning or thunder spell once a short rest (essentially double damage). So by combining this with storm sorc and the BG3 EA wet condition making enemies vulnerable to lightning damage, this means that once a short rest you can do 4x damage with a lightning spell on a wet enemy, and simultaneously deal damage equal to your sorc level on all enemies near you. And you can use metamagic to do even more damage by enhancing it or twin casting the spell if action economy allows. This is a gimmicky but viable build in tabletop, and if Larian's homebrewed "wet = double lightning damage" stays in then it will be even more gimmicky but also more viable in BG3. I recommend first level sorc to get constitution saving throw proficiency, then two cleric, then the rest sorc. You do not need to have a high Wisdom for this build, Cha is your main casting stat. Just make sure that the cleric spells you pick are ones that don't require an attack roll or save. Weigh the opportunity cost.


 
   
==== Sorlock - Warlock X/Sorcerer Y ====
==== Sorlock - Warlock X/Sorcerer Y ====
Note it is almost certain that the once mighty tabletop build referred to as the "coffeelock" where you get infinite spell slots will NOT work in BG3. But even ignoring this rulebending build, Sorlocks are still viable. Typically the premise is that {{Class|sorcerer}}s can do great burst damage. Wouldn't it be nice if they can do some extra consistent damage on top of that? So start sorc, take a two level dip in {{Class|warlock}} for [[Eldritch Blast|eldritch blast]] and agonizing blast [[Eldritch Invocation|eldritch invocation]], then go sorc the rest of the way. This also gives you some extra warlock pact magic spell slots which come back on a short rest so you can convert into sorcery points to fuel your metamagic shenanigans. Cast a powerful eldritch blast with your action, and follow it up with a quickened fireball with your bonus action or quickened haste to buff your paladin who needs to go charging into combat.
Note it is almost certain that the once mighty tabletop build referred to as the "coffeelock" where you get infinite spell slots will NOT work in BG3. But even ignoring this rulebending build, Sorlocks are still viable. Typically the premise is that {{Class|sorcerer}}s can do great burst damage. Wouldn't it be nice if they can do some extra consistent damage on top of that? So start sorc, take a two level dip in {{Class|warlock}} for [[Eldritch Blast|eldritch blast]] and agonizing blast [[Eldritch Invocation|eldritch invocation]], then go sorc the rest of the way. This also gives you some extra warlock pact magic spell slots which come back on a short rest so you can convert into sorcery points to fuel your metamagic shenanigans. Cast a powerful eldritch blast with your action, and follow it up with a quickened fireball with your bonus action or quickened haste to buff your paladin who needs to go charging into combat.
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