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	<title>Baldur s Gate 3: Best Wizard Class Build - Versionsgeschichte</title>
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		<title>JosefinaBates am 4. März 2026 um 08:50 Uhr</title>
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Nächstältere Version&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Version vom 4. März 2026, 10:50 Uhr&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Zeile 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Zeile 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Players &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;also grab the staff &amp;quot; Creation&lt;/del&gt;&amp;#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Echo &amp;quot; from Omeluum at the Myconoid Colony in Act 1, after completing their quest&lt;/del&gt;, which &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;grants resistance to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;last type &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;damage &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wizard dealt for two turns &lt;/del&gt;(&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As long as the damage type was Acid&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Fire&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Lightning&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Radiant&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or Necrotic&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;) &lt;/del&gt;The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Icebite Robe (found in a Sarcophagus in Act 2) provides a free &lt;/del&gt;level 3 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cast of Armor of Agathys &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;also provides resistance to Cold damage&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Worth considering for players who want access &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;temporary hit points with some extra bite&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Githyanki are a severely underrated racial choice for most classes&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as their innate race spells and Astral Knowledge passive&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;plus armor &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;weapon proficiencies&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can open up &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;doors for traditionally non-martial classes&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wizards have no shortage &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spells &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;choose from&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but they can be lacking &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spell slots&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Level 1 Hexblade Warlocks also receive the &amp;quot;Hexblade&lt;/del&gt;&amp;#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Curse&amp;quot; &lt;/del&gt;ability &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, which curses a target &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;receive extra damage equal to the Warlock&amp;#039;s proficiency bonus whenever the Warlock deals damage to them&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It also reduces &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;number needed &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;roll &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;critical hit against that target by &lt;/del&gt;1&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, and restores HP equal &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Warlock&amp;#039;s Proficiency+Charisma Modifier when they kill the cursed target. A Hexblade Warlock gains Shield &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wrathful Smite as level 1 &lt;/del&gt;spell &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;options&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Level 7 allows access to &amp;quot;Dominate Beast&amp;quot; and &amp;quot;Greater Invisibility,&amp;quot; enabling them to turn animals to their side and render a target invisible &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ten rounds whether they attack or not. Level 9 grants them access to &amp;quot;Dominate Person&amp;quot; &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;quot;Seeming&lt;/del&gt;,&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;quot; letting them manipulate humanoids and disguise all four party members simultaneously&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Finally&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at level 10&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an Archfey Warlock gains &amp;quot;Beguiling Defenses&amp;quot;, becoming immune to charm&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Conjuration School grants Wizards &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;abilities &amp;quot;Conjuration Savant&amp;quot; &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;quot;Minor Conjuration: Create Water&amp;quot; at level two&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;former allows them &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;scribe conjuration spells into their spellbook &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;half &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cost&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;latter allows them to create water &lt;/del&gt;as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an action once per short rest (behaving identically to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;quot;Create Water&amp;quot; part of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spell &amp;quot; Create or Destroy Water &lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;quot;)&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This chart displays everything you &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;expect &lt;/del&gt;to get &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at each Level-Up as &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cleric in your &lt;/del&gt;[https://Baldursgate3Fans.com/ &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Baldur&amp;#039;s Gate 3 romance guide&lt;/del&gt;] &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gate 3 journey&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;only level when you do not get anything Cleric-related specifically is at Level 11&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In Baldur&amp;#039;s Gate 3 , Cleric builds can be enhanced further with the use &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;specific consumables. Certain potions, like the Potion &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Speed&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will let Clerics do more within a single turn &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;support &lt;/del&gt;their &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allies better&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while others, like &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Potion of Angelic Reprieve, will let Clerics restore Spell Slots to keep casting&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;At Level 3, Oathbreakers gain two additional Channel Oath Abilities, Control Undead and Dreadful Aspect. Control Undead allows Oathbreakers &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gain control over an undead creature&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allowing them to gain a temporary ally if &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;creature fails a Wisdom Saving Throw. Dreadful Aspect allows them to create a pulse that frightens nearby enemies that fail a Wisdom Saving Throw. They also gain &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spells &amp;quot;Hellish Rebuke&amp;quot; and &amp;quot; Inflict Wounds &amp;quot; as additional prepared spells&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allowing them to counterattack with fire &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;deal necrotic damage at a distance&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Champion subclass allows &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Fighter &lt;/del&gt;to get &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a handful of simple abilities that make them better at fighting &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;feats of strength. This begins with &amp;quot;Improved Critical Hit&amp;quot; at level three. This reduces &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;number a fighter must roll on their attack roll to land a critical hit by 1&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In essence&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;landing critical hits becomes easier. This can stack with other effects that reduce &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;target number for critical hits, potentially enabling &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Champion to become &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;critical hit monster.&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Illusion school is sadly lacking when compared to many &lt;/del&gt;of the other &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wizard Subclasses in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but does have a ton of utility &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stealth&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As such&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;taking Rogue levels can be very beneficial when playing an Illusionist. If going down this path, players could use equipment that lowers &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;target number for a critical hit &lt;/del&gt;(&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Covert Cowl , for example&lt;/del&gt;) &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to complement their stealthy approach to exploration and combat&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;To help &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their spellcasting, players should also grab the Protecty Sparkswall clothes &lt;/del&gt;during &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Act 1 at Grymforge, which provides +1 &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Spell Save DC and boosts their defence while they have lightning charges&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For similar reasons, players should consider grabbing the Birthright Helmet and Quickspell Gloves during Act 3, which grant +2 &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Charisma and &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ability to cast spells as a bonus action (once per short rest) respectively&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Assuming players aren&lt;/del&gt;&amp;#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t taking levels in Fighter, Sorcerer, or Cleric, their top priority as an Abjuration Wizard should be improving their AC&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In Act 1, players can grab the Ring of Protection in Act 1 by helping Mol steal the Idol at the Emerald Grove, collect the Bracers of Defense from the Apothecary&amp;#039;s Cellar in the Blighted Village&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then purchase &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cloak of Protection &lt;/del&gt;from &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Talli at the Last Light Inn in Act 2. While at the Inn&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;buy the Evasive Shoes from Mattis for another +&lt;/del&gt;1 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;AC. These &lt;/del&gt;will &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;provide +5 AC total, which raises the Wizard&amp;#039;s AC &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;18 when using Mage Armor even if they haven&amp;#039;t invested in Dexterity (Important note here: They should absolutely invest in Dexterity for even better results.) If using heavy Armor, players can still grab the Ring, Boots, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cloak for +3 AC&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(Unfortunately, the Bracers only work on Unarmored Characters)&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Life Domain is one of four Domains players &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;choose in BG3 , and it&lt;/ins&gt;&amp;#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a fantastic way to build a Cleric thanks to its variety of always-prepared support spells. This leaves players open to pick up other spells when leveling&lt;/ins&gt;, which &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gives &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cleric more variety, and makes it one &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most versatile classes in Baldur&amp;#039;s Gate 3 .&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Penumbral Armour &lt;/ins&gt;(&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;13 AC + DEX&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Light Armour&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rare): Being able to score 13 AC + DEX Mod as soon as a Bard hits Level 5 can provide a significant boost to their mid-game defenses&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;especially if they rely on DEX for their general offense. Taking -2 Bludgeoning Damage from opponents is a welcome bonus&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;especially against mobs&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/ins&gt;The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;table above explains all the spells granted at &lt;/ins&gt;level 3 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;by this decision. At level 5, players choose another Spell Circle &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gain new spells from that Circle&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;These are different spells &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;those offered by selecting that Circle at level 3&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Shapeshifter Hat&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Armor of Moonbasking&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mutiliated Carapace can be found during Act 3&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all of which are designed to benefit &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;character while in Wildshape (or, in the case &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Mutilated Carapace, when disguised in any way&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;) The Armor &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Moonbasking grants 22 temporary HP while in Wildshape, reduces damage taken by 1 while those temporary HP remain, grants a +2 bonus &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;AC&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and grants advantage to saving throws against spells. All of these effects remain while &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wildshape. The Shapeshifter Hat increases the number of Wildshape charges by 1, while the Mutilated Carapace grants +1 to attack and damage rolls while shapeshifting or disguised&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This multiclass choice has little impact on a character&lt;/ins&gt;&amp;#039;s ability to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use high-level spells&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Because both classes are Prepared Spellcasters, and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ability &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;learn from scrolls only requires one level, &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cleric 11 Wizard &lt;/ins&gt;1 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;character will still be able &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use Level 6 spells &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have Level 6 &lt;/ins&gt;spell &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;slots unlocked&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Insight is mostly useful &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dialogues &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;telling NPC&amp;#039;s true intentions&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but doesn&amp;#039;t come up terribly often&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If you already have Insight covered by your background&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;opt for Arcane or History&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;whichever suits your character more&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Updated April 6, 2025 by Erik Petrovich : Patch 8 for Baldur&amp;#039;s Gate 3 is right around &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;corner, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though lots of the new subclasses seem like a lot of fun to play, the base game still offers some very powerful options for the best Cleric build in BG3&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Life Domain Cleric is still the best Cleric build in BG3 – but that could change with the release of Patch 8. Until then, stick with this Life Domain Cleric guide &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;learn the best Cleric build tips, what makes the Life Domain such a powerful subclass &lt;/ins&gt;for the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cleric&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and other information that will help you min-max your Cleric character. This Cleric build guide has been updated to add in-game flavor descriptions of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;class and subclass, as well &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a new small section with the best consumables for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cleric, including both potions and elixirs, in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Equipment section&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Defensive Duelist: When attacked while holding a Finesse Weapon, Bards &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use a Reaction to add their Proficiency Bonus to their AC. In situations where Bards can’t afford &lt;/ins&gt;to get &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hit by an attack, this can be a lifesaver.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;But aside from useful racial spells, Githyanki give another important benefit to Wizards: armor proficiencies. As a Githyanki Wizard, players can equip Light and Medium armor, &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;huge AC boost over robes and  &lt;/ins&gt;[https://&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Www.&lt;/ins&gt;Baldursgate3Fans.com/ &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Www.Baldursgate3Fans.com&lt;/ins&gt;] &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;clothing&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Astral Knowlegde ability can be incredibly useful for Dialogue checks and dice rolls, too&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Because &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their enormous repertoire &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;knowledge&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the ability to swap prepared spells from &lt;/ins&gt;their &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entire available list of spells anytime outside of combat&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wizards are generally considered the class with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most diversity and utility in Baldur&amp;#039;s Gate 3 &lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When it comes down &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Githyanki are &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best Wizard race BG3 players can choose because it saves players from using Spell Slots&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;grants important proficiencies that greatly improve the Wizard&amp;#039;s survivability&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;A great part about a D&amp;amp;D campaign is that &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stories can be whatever players want, unlike video games that need to adhere &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;certain algorithms and &lt;/ins&gt;get &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as many players hooked as possible to avoid having poor sales &lt;/ins&gt;and the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;So&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it&amp;#039;s refreshing to see video games like Tyranny where &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player doesn&amp;#039;t need to necessarily take on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;role of &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;good &lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Circle &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Moon Druid also gains access to more powerful Wildshape forms faster than &lt;/ins&gt;other &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;subclasses, gaining &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Deep Rothe form at level 3 rather than level 4&lt;/ins&gt;, for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;example&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;They also gain some Wildshape forms that the other subclasses do not have access to&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dire Raven &lt;/ins&gt;(&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;level 3&lt;/ins&gt;).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Respec Journey: Ending up &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a Bard/Ranger Multiclass &lt;/ins&gt;during &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a Baldur’s Gate 3 run requires patience due &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the inherent weakness of this combo’s base DPS&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s usually ideal &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first respec into Fighter with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Archery Fighting Style for additional combat potential&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This multiclass choice has little impact on a character&lt;/ins&gt;&amp;#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s ability to use high-level spells&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Because both classes are Prepared Spellcasters&lt;/ins&gt;, and the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ability to learn &lt;/ins&gt;from &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;scrolls only requires one level&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a Cleric 11 Wizard &lt;/ins&gt;1 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;character &lt;/ins&gt;will &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;still be able &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use Level 6 spells &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have Level 6 spell slots unlocked&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>JosefinaBates</name></author>
	</entry>
	<entry>
		<id>https://veedelwiki.de/index.php?title=Baldur_s_Gate_3:_Best_Wizard_Class_Build&amp;diff=2713&amp;oldid=prev</id>
		<title>AndersonMintz9 am 4. März 2026 um 01:26 Uhr</title>
		<link rel="alternate" type="text/html" href="https://veedelwiki.de/index.php?title=Baldur_s_Gate_3:_Best_Wizard_Class_Build&amp;diff=2713&amp;oldid=prev"/>
		<updated>2026-03-04T01:26:14Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Version vom 4. März 2026, 03:26 Uhr&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Zeile 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Zeile 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Other Weapon&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Item Support: Unfortunately&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ranger isn’t extremely optimized &lt;/del&gt;as a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Class due &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its multi-attribute dependency&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Players should rely on Items such as Oils of Accuracy in order &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;boost their overall Attack Rolls and Damage Dice&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In terms of Multiclassing&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Arcane Archer plays very well with some Rogue levels for Sneak Attack &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cunning Actions&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with the Thief subclass providing an extra bonus action&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which is very helpful, while the Assassin subclass offers incredible burst damage at the start &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a fight if you get the drop on them&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A few levels in Ranger, especially Hunter for the Hunter&amp;#039;s Prey bonuses (Horde Breaker is particularly helpful)&lt;/del&gt;, can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;also &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;quite effective&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Nature Domain Cleric is an excellent crowd-control specialist and pairs surprisingly well with other classes that gain access &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;crowd-control spells. Since Plant Growth isn&lt;/del&gt;&amp;#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t a concentration spell, it can stack with several powerful field-creating options&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Anything altering &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ground will override the Plant Growth, so players should pair it with Darkness, Hunger of Hadar, Fog Cloud, Stinking Cloud, Cloudkill&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Insect Plague for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best results&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Combining Plant Growth with Hunger of Hadar, for example, will trap enemies in a field where they can barely move &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are constantly taking cold and acid damage, while also rendering them blind&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;At third level, Oath of the Crown Paladins receive two more Channel Oath abilities: &lt;/del&gt;&amp;quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Champion Challenge&lt;/del&gt;&amp;quot; and &amp;quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Turn the Tide.&lt;/del&gt;&amp;quot; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The former compels all targets within 9m/30ft &lt;/del&gt;to attack &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the user over all other targets, giving them disadvantage on attacking any other targets&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Turn the Tide will heal all allies and neutral creatures within 9m/30ft for 1d6+Paladin &lt;/del&gt;Level&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;+Charisma Modifier. Using these abilities makes it easy for the Oath of the Crown Paladin &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;draw enemy attention &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;protect the rest of the &lt;/del&gt;party. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;They also gain the Command and Compelled Duel spells&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which are always prepared. At fifth &lt;/del&gt;level, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Oath of the Crown Paladins will get the Warding Bond and Spiritual Weapon spells too&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For example, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hat of Fire Acuity would generate &lt;/del&gt;two &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stacks of Arcane Acuity when landing an attack with a weapon that deals fire damage&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cleric then uses Divine Strike: Elemental Fury &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;deal fire damage, this would trigger &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hat &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Fire Acuity a second time and generate two more stacks for a total of four&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Lucky:  &lt;/del&gt;[https://&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;www.Baldursgate3fans&lt;/del&gt;.com/ Baldur&amp;#039;s Gate 3 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tips&lt;/del&gt;] &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Since Bards can’t &lt;/del&gt;use &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bardic Inspiration on themselves&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ability to gain Advantage on Attack Rolls&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ability Checks&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and Saves on top &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;being able to force a reroll on opponent Attack Rolls can be crucial &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fights&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;level five&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;War Domain gives &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cleric &lt;/del&gt;&amp;quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Spirit Guardians&lt;/del&gt;&amp;quot; and &amp;quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Crusader&amp;#039;s Mantle&lt;/del&gt;,&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;quot; &lt;/del&gt;allowing them to deal &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;radiant or &lt;/del&gt;necrotic damage &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to foes around them while also slowing them, and letting them radiate energy that grants all nearby allies extra radiant damage on their weapon attacks&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;If you pair the Shadespell Circlet and Eversight Ring , you can take advantage of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Darkness spell &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;create pools &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shadow &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;won&amp;#039;t affect you but will cause plenty &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;problems for enemies trying &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attack you, and get +&lt;/del&gt;1 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to Spell Save DC/Spell Attack Rolls in the process&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Fistbreaker Helm is a good alternative to the Shadespell Circlet&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and you &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;eventually swap over to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hood of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Weave if another party member isn&amp;#039;t using&lt;/del&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Paladins and Warlocks pair together incredibly well and &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Oath of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ancients is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;solid choice &lt;/del&gt;for players that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;want some support and control utility in their kit. By grabbing Pact of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Blade it&amp;#039;s possible &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;run a Paladin/Warlock with Charisma as &lt;/del&gt;their &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;main stat for spellcasting &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attacks, leaving plenty of spare points for boosting Constitution for extra HP or Dexterity for extra AC&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Leather Armour &lt;/del&gt;+1 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(12 AC + DEX, Light Armour&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Uncommon): When &lt;/del&gt;players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reach Level 4 but opt out of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Moderately Armoured Feat&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this gear is an ideal fallback. Its 12 AC &lt;/del&gt;+ &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;DEX Modifier can still establish a solid defense for a ranged Bard, especially with high enough DEX &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;push &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;14-16 AC mark&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Level seven adds &amp;quot;Confusion&amp;quot; and &amp;quot;Otiluke&lt;/del&gt;&amp;#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s Resilient Sphere&amp;quot; to the &lt;/del&gt;Cleric&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;#039;s Domain Spells&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This allows them to befuddle groups &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;creatures or seal a target &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an impenetrable sphere. At level eight&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cleric gains &amp;quot;Potent Spellcasting,&amp;quot; adding &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cleric&lt;/del&gt;&amp;#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wisdom Modifier to their cantrip&amp;#039;s damage rolls.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Stronger versions of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dark Justiciar Half-Plate &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gauntlets can be acquired by killing &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nightsong, along with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dark Justiciar Boots&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The improved Half-Plate also reduces incoming damage by 2 while &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wearer is affected by Shield of Faith and deals 1d4 necrotic damage to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attacker&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Improved Gauntlets allow the wearer to cast Beckoning Darkness as a bonus action&lt;/del&gt;, which &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;curses &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;target &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take 2d8 necrotic damage whenever &lt;/del&gt;they &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;start their turn &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a lightly or heavily obscured area&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Finally&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dark Justiciar &lt;/del&gt;Boots &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;grant &lt;/del&gt;+&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;1 to dexterity saving throws and allow &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wearer to use Shadow Teleportation once per short rest. This lets them teleport to an unoccupied space that is obscured.&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Players can also grab the staff &amp;quot; Creation&amp;#039;s Echo &amp;quot; from Omeluum at the Myconoid Colony in Act 1&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;after completing their quest&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which grants resistance to the last type of damage &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wizard dealt for two turns (As long &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the damage type was Acid, Fire, Lightning, Radiant, or Necrotic.) The Icebite Robe (found in a Sarcophagus in Act 2) provides &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;free level 3 cast of Armor of Agathys and also provides resistance &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cold damage&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Worth considering for players who want access &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;temporary hit points with some extra bite&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Githyanki are a severely underrated racial choice for most classes&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as their innate race spells &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Astral Knowledge passive&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;plus armor and weapon proficiencies&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can open up a lot &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;doors for traditionally non-martial classes&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wizards have no shortage of spells to choose from&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but they &lt;/ins&gt;can be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lacking in spell slots&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Level 1 Hexblade Warlocks also receive the &amp;quot;Hexblade&amp;#039;s Curse&amp;quot; ability , which curses a target to receive extra damage equal &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Warlock&lt;/ins&gt;&amp;#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s proficiency bonus whenever the Warlock deals damage to them&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It also reduces &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;number needed to roll a critical hit against that target by 1&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;restores HP equal to the Warlock&amp;#039;s Proficiency+Charisma Modifier when they kill &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cursed target&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A Hexblade Warlock gains Shield &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wrathful Smite as level 1 spell options&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Level 7 allows access to &lt;/ins&gt;&amp;quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dominate Beast&lt;/ins&gt;&amp;quot; and &amp;quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Greater Invisibility,&lt;/ins&gt;&amp;quot; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enabling them to turn animals &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their side and render a target invisible for ten rounds whether they &lt;/ins&gt;attack &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or not&lt;/ins&gt;. Level &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;9 grants them access &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;quot;Dominate Person&amp;quot; &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;quot;Seeming,&amp;quot; letting them manipulate humanoids and disguise all four &lt;/ins&gt;party &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;members simultaneously&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Finally&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at &lt;/ins&gt;level &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;10, an Archfey Warlock gains &amp;quot;Beguiling Defenses&amp;quot;&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;becoming immune to charm&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Conjuration School grants Wizards &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;abilities &amp;quot;Conjuration Savant&amp;quot; and &amp;quot;Minor Conjuration: Create Water&amp;quot; at level &lt;/ins&gt;two. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The former allows them to scribe conjuration spells into their spellbook for half the cost, while &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;latter allows them to create water as an action once per short rest (behaving identically &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;quot;Create Water&amp;quot; part &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the spell &amp;quot; Create or Destroy Water &lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;quot;)&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This chart displays everything you can expect to get at each Level-Up as a Cleric in your &lt;/ins&gt;[https://&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Baldursgate3Fans&lt;/ins&gt;.com/ Baldur&amp;#039;s Gate 3 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;romance guide&lt;/ins&gt;] &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gate 3 journey. The only level when you do not get anything Cleric-related specifically is at Level 11.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In Baldur&amp;#039;s Gate 3 , Cleric builds can be enhanced further with the &lt;/ins&gt;use &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of specific consumables. Certain potions&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Potion of Speed, will let Clerics do more within a single turn and support their allies better&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while others&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like the Potion &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Angelic Reprieve, will let Clerics restore Spell Slots &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;keep casting&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Level 3, Oathbreakers gain two additional Channel Oath Abilities, Control Undead and Dreadful Aspect. Control Undead allows Oathbreakers to gain control over an undead creature&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allowing them to gain a temporary ally if &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;creature fails a Wisdom Saving Throw. Dreadful Aspect allows them to create a pulse that frightens nearby enemies that fail a Wisdom Saving Throw. They also gain &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spells &lt;/ins&gt;&amp;quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hellish Rebuke&lt;/ins&gt;&amp;quot; and &amp;quot; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Inflict Wounds &amp;quot; as additional prepared spells&lt;/ins&gt;, allowing them to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;counterattack with fire and &lt;/ins&gt;deal necrotic damage &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at a distance&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Champion subclass allows &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Fighter &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;get a handful &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;simple abilities &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;make them better at fighting and feats &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strength. This begins with &amp;quot;Improved Critical Hit&amp;quot; at level three. This reduces the number a fighter must roll on their attack roll &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;land a critical hit by &lt;/ins&gt;1. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In essence&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;landing critical hits becomes easier. This &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stack with other effects that reduce &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;target number for critical hits, potentially enabling &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Champion to become a critical hit monster.&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Illusion school is sadly lacking when compared to many of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other Wizard Subclasses in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game, but does have &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ton of utility &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stealth. As such, taking Rogue levels can be very beneficial when playing an Illusionist. If going down this path, &lt;/ins&gt;players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;could use equipment &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lowers the target number for a critical hit (&lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Covert Cowl , for example) &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;complement &lt;/ins&gt;their &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stealthy approach to exploration &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;combat&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;To help with their spellcasting, players should also grab the Protecty Sparkswall clothes during Act 1 at Grymforge, which provides &lt;/ins&gt;+1 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to Spell Save DC and boosts their defence while they have lightning charges. For similar reasons&lt;/ins&gt;, players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;should consider grabbing &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Birthright Helmet and Quickspell Gloves during Act 3&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which grant &lt;/ins&gt;+&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Charisma and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ability to cast spells as a bonus action (once per short rest) respectively&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;Assuming players aren&lt;/ins&gt;&amp;#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t taking levels in Fighter, Sorcerer, or &lt;/ins&gt;Cleric&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, their top priority as an Abjuration Wizard should be improving their AC&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In Act 1, players can grab the Ring &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Protection &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Act 1 by helping Mol steal the Idol at the Emerald Grove&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;collect &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bracers of Defense from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Apothecary&lt;/ins&gt;&amp;#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cellar in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Blighted Village, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then purchase &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cloak of Protection from Talli at &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Last Light Inn in Act 2&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While at &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Inn, buy &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Evasive Shoes from Mattis for another +1 AC&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;These will provide +5 AC total&lt;/ins&gt;, which &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;raises &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wizard&amp;#039;s AC &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;18 when using Mage Armor even if &lt;/ins&gt;they &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;haven&amp;#039;t invested in Dexterity (Important note here: They should absolutely invest &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dexterity for even better results&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;) If using heavy Armor&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players can still grab &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ring, &lt;/ins&gt;Boots&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, and Cloak for &lt;/ins&gt;+&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3 AC. (Unfortunately, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bracers only work on Unarmored Characters)&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>AndersonMintz9</name></author>
	</entry>
	<entry>
		<id>https://veedelwiki.de/index.php?title=Baldur_s_Gate_3:_Best_Wizard_Class_Build&amp;diff=2486&amp;oldid=prev</id>
		<title>FabianLowrance: Die Seite wurde neu angelegt: „&lt;br&gt;Other Weapon, Item Support: Unfortunately, the Ranger isn’t extremely optimized as a Class due to its multi-attribute dependency. Players should rely on Items such as Oils of Accuracy in order to boost their overall Attack Rolls and Damage Dice.&lt;br&gt;&lt;br&gt;In terms of Multiclassing, the Arcane Archer plays very well with some Rogue levels for Sneak Attack and Cunning Actions, with the Thief subclass providing an extra bonus action, which is very helpful…“</title>
		<link rel="alternate" type="text/html" href="https://veedelwiki.de/index.php?title=Baldur_s_Gate_3:_Best_Wizard_Class_Build&amp;diff=2486&amp;oldid=prev"/>
		<updated>2026-03-03T23:28:04Z</updated>

		<summary type="html">&lt;p&gt;Die Seite wurde neu angelegt: „&amp;lt;br&amp;gt;Other Weapon, Item Support: Unfortunately, the Ranger isn’t extremely optimized as a Class due to its multi-attribute dependency. Players should rely on Items such as Oils of Accuracy in order to boost their overall Attack Rolls and Damage Dice.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In terms of Multiclassing, the Arcane Archer plays very well with some Rogue levels for Sneak Attack and Cunning Actions, with the Thief subclass providing an extra bonus action, which is very helpful…“&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Neue Seite&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;br&amp;gt;Other Weapon, Item Support: Unfortunately, the Ranger isn’t extremely optimized as a Class due to its multi-attribute dependency. Players should rely on Items such as Oils of Accuracy in order to boost their overall Attack Rolls and Damage Dice.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In terms of Multiclassing, the Arcane Archer plays very well with some Rogue levels for Sneak Attack and Cunning Actions, with the Thief subclass providing an extra bonus action, which is very helpful, while the Assassin subclass offers incredible burst damage at the start of a fight if you get the drop on them. A few levels in Ranger, especially Hunter for the Hunter&amp;#039;s Prey bonuses (Horde Breaker is particularly helpful), can also be quite effective.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Nature Domain Cleric is an excellent crowd-control specialist and pairs surprisingly well with other classes that gain access to crowd-control spells. Since Plant Growth isn&amp;#039;t a concentration spell, it can stack with several powerful field-creating options. Anything altering the ground will override the Plant Growth, so players should pair it with Darkness, Hunger of Hadar, Fog Cloud, Stinking Cloud, Cloudkill, and Insect Plague for the best results. Combining Plant Growth with Hunger of Hadar, for example, will trap enemies in a field where they can barely move and are constantly taking cold and acid damage, while also rendering them blind.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At third level, Oath of the Crown Paladins receive two more Channel Oath abilities: &amp;quot;Champion Challenge&amp;quot; and &amp;quot;Turn the Tide.&amp;quot; The former compels all targets within 9m/30ft to attack the user over all other targets, giving them disadvantage on attacking any other targets. Turn the Tide will heal all allies and neutral creatures within 9m/30ft for 1d6+Paladin Level+Charisma Modifier. Using these abilities makes it easy for the Oath of the Crown Paladin to draw enemy attention and protect the rest of the party. They also gain the Command and Compelled Duel spells, which are always prepared. At fifth level, Oath of the Crown Paladins will get the Warding Bond and Spiritual Weapon spells too.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For example, the Hat of Fire Acuity would generate two stacks of Arcane Acuity when landing an attack with a weapon that deals fire damage. If the Cleric then uses Divine Strike: Elemental Fury to deal fire damage, this would trigger the Hat of Fire Acuity a second time and generate two more stacks for a total of four.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Lucky:  [https://www.Baldursgate3fans.com/ Baldur&amp;#039;s Gate 3 tips] Since Bards can’t use Bardic Inspiration on themselves, the ability to gain Advantage on Attack Rolls, Ability Checks, and Saves on top of being able to force a reroll on opponent Attack Rolls can be crucial to fights.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At level five, the War Domain gives the Cleric &amp;quot;Spirit Guardians&amp;quot; and &amp;quot;Crusader&amp;#039;s Mantle,&amp;quot; allowing them to deal radiant or necrotic damage to foes around them while also slowing them, and letting them radiate energy that grants all nearby allies extra radiant damage on their weapon attacks.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;If you pair the Shadespell Circlet and Eversight Ring , you can take advantage of the Darkness spell to create pools of shadow that won&amp;#039;t affect you but will cause plenty of problems for enemies trying to attack you, and get +1 to Spell Save DC/Spell Attack Rolls in the process. The Fistbreaker Helm is a good alternative to the Shadespell Circlet, and you can eventually swap over to the Hood of the Weave if another party member isn&amp;#039;t using&amp;lt;br&amp;gt;Paladins and Warlocks pair together incredibly well and the Oath of the Ancients is a solid choice for players that want some support and control utility in their kit. By grabbing Pact of the Blade it&amp;#039;s possible to run a Paladin/Warlock with Charisma as their main stat for spellcasting and attacks, leaving plenty of spare points for boosting Constitution for extra HP or Dexterity for extra AC.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Leather Armour +1 (12 AC + DEX, Light Armour, Uncommon): When players reach Level 4 but opt out of the Moderately Armoured Feat, this gear is an ideal fallback. Its 12 AC + DEX Modifier can still establish a solid defense for a ranged Bard, especially with high enough DEX to push the 14-16 AC mark.&amp;lt;br&amp;gt;Level seven adds &amp;quot;Confusion&amp;quot; and &amp;quot;Otiluke&amp;#039;s Resilient Sphere&amp;quot; to the Cleric&amp;#039;s Domain Spells. This allows them to befuddle groups of creatures or seal a target in an impenetrable sphere. At level eight, the Cleric gains &amp;quot;Potent Spellcasting,&amp;quot; adding the Cleric&amp;#039;s Wisdom Modifier to their cantrip&amp;#039;s damage rolls.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Stronger versions of the Dark Justiciar Half-Plate and Gauntlets can be acquired by killing the Nightsong, along with the Dark Justiciar Boots. The improved Half-Plate also reduces incoming damage by 2 while the wearer is affected by Shield of Faith and deals 1d4 necrotic damage to the attacker. The Improved Gauntlets allow the wearer to cast Beckoning Darkness as a bonus action, which curses the target to take 2d8 necrotic damage whenever they start their turn in a lightly or heavily obscured area. Finally, the Dark Justiciar Boots grant +1 to dexterity saving throws and allow the wearer to use Shadow Teleportation once per short rest. This lets them teleport to an unoccupied space that is obscured.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>FabianLowrance</name></author>
	</entry>
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