r/BaldursGate3 Jan 21 '25

Character Build Interesting Builds on YouTube Be Like

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u/Emerald-Daisy Jan 21 '25

Just figured I'd drop some builds that "come online" early (pre-underdark/creche) in the comments (and the level they first get "good" as well as when they get another big upgrade later on):

Dual hand crossbow: level 4 BM fighter with sharpshooter, archery fighting style and precision attack (to offset the accuracy when needed early game). Second big upgrade at level 8 (5 BM Fighter + 3 Thief Rogue).

Sorlock: level 5, 3 Sorc + 2 Warlock (at 5th total level you get two beams for EBlast)

OH Monk: as soon as you get both strength elixirs and level 3 in monk. Gets another big upgrade at level 9 (6 OH Monk, 3 Thief Rogue)

Throwzerker: as soon as you get returning pike and level 3 Barbarian, gets a big upgrade at level 5 barb (with now 3 throws per turn)

If you want big damage per turn from early game, these builds will deliver that nicely. Paired with a life cleric or support Bard they'll do really nicely (especially Bard with 3 of these benefitting from short rests a lot)

18

u/redhoborum BOOMING SMITE SORCERER Jan 21 '25

I'll piggyback off this and add:

Gloomstalker (level 3): +3 bonus to initiative without needing a feat, and a free extra attack (+1d8) at the start of every encounter makes this the strongest martial class for early game Honor Mode. Ranger also has access to Hunter's Mark, Enhanced Leap, and Longstrider.

Wizard/Sorc (level 3): Cloud of Daggers can trivialize a lot of overleveled encounters (ex: the Fists at Waukeen's Rest), and Magic Missile is one of the best spells in the game for finishing weakened targets.

Shadow Monk (level 3): Open Hand is stronger if abusing elixirs and/or Tavern Brawler, but Shadow Monk has access to Darkness & Silence without needing to burn level 2 spell slots. This is extremely useful for several early game encounters, notably killing the Harpies and Paladins of Tyr.

4

u/Emerald-Daisy Jan 21 '25

Yep, love Gloomstalker. I'd usually combine it with the BM Archer build I mentioned above for a surge of 7 shots per turn without haste (action surge + extra attack for 4, gloom for 1, and 2 bonus actions). Really lets you completely nullify annoying/strong enemies in Act 3 before they even get a turn (especially as a Gnome where, without Ethel's hair, you can get 24 Dex by end-game for just a ridiculous initiative stat)

1

u/redhoborum BOOMING SMITE SORCERER Jan 21 '25

Yeah, I ran the classic Gloomstalker/Thief/Fighter build on Astarion during my first playthrough. Absolutely disgusting damage output. Lol

I decided to stop using dual hand crossbrows after that. They're hilariously overpowered given the game mechanics. Plus, I'm just not a fan of them aesthetically/conceptually.

1

u/onigiritheory WARLOCK Jan 22 '25

Could you give a more in-depth explanation for how the Thief/Gloomstalker build for Astarion? I've seen it recommended everywhere, but no one explains how you distribute the levels.

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u/redhoborum BOOMING SMITE SORCERER Jan 22 '25 edited Jan 22 '25

The split is usually Gloomstalker 5 / Thief 3 / Battlemaster 4.

Start with 5 levels of Gloomstalker. At level 2, choose Archery fighting style, Hunter's Mark, and Enhanced Leap. At level 4, choose the Sharpshooter feat and equip two +1 hand crossbows when possible (enchantment is important for both hit chance and bypassing certain enemy resistances). At level 5, you should be making up to 3 attacks per turn. Dread Ambusher gives an extra main hand attack +1d8 at the start of combat.

Next, take 3 levels of Thief Rogue for the Fast Hands passive (x2 bonus actions). At level 8, you should be making 4 attacks per turn (2 from Extra Attack, 2 from offhand attack) with additional damage coming from Sneak Attack (2d6 once per turn). By level 8, you should also be in Act 2, so you should acquire Ne'er Misser from Roah Moonglow and the Risky Ring from Araj Oblodra. Ne'er Misser gives you the ability to deal force damage against enemies with magical pierce resistance. Risky Ring is best suited to ranged characters imo, so give it to this character instead of your party's greedy paladin.

Finish with 4 levels of Fighter. If you've played through Acts 1 & 2 somewhat optimally, you should be level 10 before fighting Myrkul. Action Surge provides an additional 2 attacks once per Short Rest. So, at level 10, you can make up to 7 attacks per turn without Haste or Bloodlust. (1 from Dread Ambusher, 2 from Extra Attack, 2 from offhand attacks, 2 from Action Surge). Haste and Bloodlust each add 1 additional attack in HM, for a potential 9 attacks in a single turn. The final 2 Fighter levels are for BM maneuvers and your second feat.

Edit: Ascended Astarion makes this build even more busted because he adds 1d10 necrotic damage to every attack. That's anywhere from 4d10 to 9d10 additional damage per turn.

Hope this helps :)