Searing Smite: Your weapon flares with white-hot intensity. It deals an extra 1d6 Fire damage and marks the target with Searing Smite. A target with Searing Smite takes 1d6 Fire damage everyt turn, until it succeeds on a Constitution saving throw.
Grant a semblance of life to a corpse, allowing it to answer questions. Skeleton and creatures killed with Acid, Fire, Lightning, Necrotic, or Radiant damage no longer have a mouth and can’t be made to talk using this spell.
Armour is an important component of Baldur’s Gate 3. Specifically, you can outfit your character with headwear often referred to as Helmets that sometimes provide specific protections or abilities alongside boosting stats. Effects range from defensive measures such as protecting the wearer from Critical Hits to offensive postures like gaining a Bonus Action. Whatever the case may be, there are plenty of helmet items to consider in your character build.
Call down a silvery beam of pale light that deals 2d10 Radiant damage to any creatures that enters it or starts its turn in the light. You can use an action to move the beam 18m. On a successful save, targets still take half damage.
Here’s a list of all the Rings that you can find in Baldur’s Gate 3. Click on the Item in the table below to learn more about each individual item. Each post shows a tooltip with more information, such as where to get it and other helpful information.
Here’s a list of all the Conjuration Spells in Baldur’s Gate 3. Click on the Spell in the table below to learn more about each individual item. Each post shows a tooltip with more information including Spell properties and other helpful information.
Here’s a list of all the helmets that you can find in Baldur’s Gate 3. Click on the Item in the table below to learn more about each individual item. Each post shows a tooltip with more information, such as where to get it and other helpful information.
Generate a painfully intense ringing noise that deals 3d8 Thunder damage to all nearby creatures and objects. Affected creatures made of inorganic material such as stone have disadvantage on their saving throws. On a successful save, creatures still take half damage.
Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.
Touch an enemy to syphon their life force. You regain half as many hit points as hit points as the damage they take. For 10 turns, you can use Vampiric Touch again without expending an additional spell slot.
The Half Wood Elf is the best Ranger race in BG3 for players who don’t particularly like the idea of playing as a Gnome. The Half Wood Elf has one of the longest movement distances of any Race, and they gain proficiency in Stealth for free, which is really useful for skirting around combat to get the perfect ranged angle.
The target receives Disadvantage on Constitution Checks and Saving Throws. Whenever they are hit, they get Stunned. Fever squeezes huge drops of thick oily sweat from the creature’s pores, impairing its Strength.
Alter the terrain around you, allowing nearby allies in the area to travel with ease. You and your allies aren’t affected by Difficult Terrain, can’t be Restrained or Paralysed, and gain Resistance to Poison damage.
At Rogue Level 3, players also get to choose their subclass. The best option is the Thief Eldritch Domain Subclass, which grants an extra bonus action – perfect for getting into the right position for a Sneak Attack, or for casting spells like Misty Step.
This section covers the best equipment for Beast Master Rangers in BG3 across all three Acts. Some pieces from early Acts may still be powerful in later ones, though, and will remain equipped through several Acts.
Inflicts Produce Flame. A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action
Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.
Here’s a list of all the Evocation Spells in Baldur’s Gate 3. Click on the Spell in the table below to learn more about each individual item. Each post shows a tooltip with more information including Spell properties and other helpful information.
The Ranger’s Favored Enemy choice is tough, and it works differently than it did in the tabletop Dungeons and Dragons . Of the choices available, the Bounty Hunter is arguably the most useful Favored Enemy when paired with Summon Companion.
Rangers are a damage-oriented class that can either focus on their ability to track, hunt, and kill targeted prey, or summon an Animal Companion as a controllable ally. Despite their name, Rangers aren’t limited to Ranged combat, but just about all of the major BG3 Ranger builds rely on Ranged skills for the majority of their damage.
