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baldu_s_gate_3:eve_y_d_uid_subclass_anked

This section covers the best equipment for Battle Master Fighters 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.

Lucky: 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.

A good alternative to the Half-Orc is the Githyanki, which gain Githyanki Psyonics to further enhance their ability to control the battlefield (and jump around from enemy to enemy as if on a trampoline).

Paladins of the Oath of the Crown swear themselves to the ideals of Civilization, of Law and Order. Oath of the Crown Paladins will violate their oath if they break their word, take unlawful actions, or torture people. At first level, they get the Channel Oath ability “Righteous Clarity”, which can be used to give a target a bonus to their attack rolls equal to the target's proficiency bonus. While this doesn't sound too crazy, it can be a very effective and efficient way of improving an ally's chance to hit.

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.

At level six, Necromancy Wizards get the abilities “Undead Thralls: Additional Undead” and “Undead Thralls: Better Summons.” The former allows them to raise an extra corpse when casting “Raise Undead,” while the latter empowers their undead with bonus HP equal to the Wizard's level and adds the Wizard's proficiency bonus to their damage rolls. At this point, the Necromancer is able to create multiple powerful undead to aid them in combat thanks to these two abilities.

Add the Luminous Armor and Blood of Lathander to create Radiant Shockwaves, blasting anyone near the Druid with a shockwave that applies radiant orbs whenever the Druid deals radiant damage, and allowing the Druid to cast Sunbeam once per long rest. The Mace will also heal the Druid and allies within 9m/30ft if they take damage that would cause them to become downed, once per long rest, helping to keep them on their feet if the enemy starts targeting them. Until Act 3, you'll want to equip them with Wapira's Crown to give them self-healing whenever they use Chalice Heal. Grab the Shapeshifter Hat during Act Baldur's Gate 3 races Guide to get extra Wildshape Charges, and they'll be able to utilize their Starry Forms even more often between Long Rests.

They can further supplement this Gish playstyle using items like the Diadem of Arcane Synergy (generating more Arcane Synergy Stats by applying conditions) in conjunction with Phalar Aluve's Shriek ability. Add the Winter's Grasp Gloves or any other item that lets your spells apply a condition for even better results. A surprisingly powerful addition to a Bladesinging Wizard loadout would be the Bonespike Boots, which boost AC and grant access to Brutal Leap, a special ability that knocks enemies over and uses the wearer's spellcasting stat to determine the save DC.

Rally benefits parties more at low levels as the total amount of HP that the Fighter gives to an ally doesn't improve. Maneuvering Attack, too, can be useful for parties without a way to reliably get squishy allies out of range of opportunity attacks, but it's a bit more situational.

The Glowing Shield , found hidden away in the Goblin Camp, provides temporary HP the first time the wielder takes damage while below half health. This makes for an excellent early shield, but players should endeavor to replace it with something like the Adamantine Shield once they are able (this can be forged during Act 1 at the Adamantine Forge.) The Adamantine Shield provides immunity to critical hits and inflicts the Reeling status effect on enemies when they miss. To further strengthen this subclass' defense, players should collect the Luminous set to take advantage of Radiant Orbs. This set consists of the Luminous Armor, Luminous Gloves , Coruscation Ring , Callous Glow Ring , The Sacred Star (Mace), and the Fabricated Arbalest . The Armor of Devotion (sold by Roah Moonglow in Moonrise Towers during Act 2) is also useful as it allows the Paladin to regain an Oath Charge once per long rest, allowing you to use Sacred Weapon, Divine Rebuke, and Turn the Unholy more often.

To avoid being hindered by your own icy terrain, it's important to pick up the Hoarfrost Boots from the Inquisitor's Chamber at the Githyanki Creche too, taking the opportunity to buy Winter's Clutches from Lady Esther at the Rosymorne Monastery Trail too (These can also be acquired by completing the quest “Avenge Glut's Circle” in the Underdark, as long as players side with Glut.)

Barkskin Armour (12 AC + DEX, Medium Armour, Rare): Despite its middling initial AC boost as a Medium Armour, its Forest Aegis effect that bumps the gear into 16 AC makes this a worthwhile addition to a Bard's arsenal. Not to mention, its Advantage to CON Saves also make it safe to wear at any range.