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I set up Astarion as a rogue monk, with crazy high speed and melee potential. With the extra bonus action from Thief and Flurry of Blows, he gets 6 attacks per turn and can spend each bonus action boosting his already high movement speed instead of attacking. No need for Misty Step or Dimension Door when you have a speedster in the party.
If you take sharpshooter early, you keep missing all than time... btw. Does it apply that damage to all attacks in the round, and not just the first one?
One melee trait that is overlooked is Tavern Brawler. It doubles your str bonus to BOTH attack roll and dmg roll on improvised weapon attacks, throw attacks, or unarmed attacks. It is exceptional for shapeshifter druids, monks, rangers, fighters, barbs, or whatever people likes to do non standard weapon attacks, or unarmed attacks. AND Tavern Brawler, despite tooltip not saying, also gives +1 to either strength or constitution. With 20 str, that's a wooping +5 to both dmg roll and attack roll. Makes throw-berserker barbs insanely strong and fun.
I really like the Alert feat. This is especially good for those playing game for first time as you don't know when a monster will jump out at you and say, "I want your soul". Being surprised stinks.
@@radityapoerwanto7018 hard disagree. Alert gives you a fixed plus 5 to initiative, in a game where initiative is 1d4+your dex bonus, so characters with alert will almost always go first and have an opportunity to position, neutralize threats early, cast buffs, etc. Extremely good for just about every build.
@@radityapoerwanto7018 seems to me like it should be good for everyone. Maybe it's more necessary in higher difficulty, but even on a balanced playthrough, if you have all 4 of your team with alert and you can use all 4 moves to rush down a target before they even get one turn, you swing the encounter in a huge way.
Fun fact if you're planning on taking the Actor feat you shouldn't have proficiency in deception or performance because it bumps you to expertise. So if you're a bard instead of choosing either of those skills at character creation take like perception and insight. Then at 4th level you'll get some extra proficiencies Edited because I said advantage when I meant expertise
There's no need to go without two very highly used skills for three full levels. You can respec for basically free at anytime shortly into the game. But even if you don't respec getting the same proficiency more than once, without a choice involved actually stack.
@blshouse if you're not playing a charisma based character, I would totally agree, but as a bard, it's perfectly fine, imo especially if you're using Shadowheart's guidance to boost you. Most early level intimidation and performance checks are low enough that you should be good. But yea, the option to respec does make it kind of a moot point. I'm still used to tabletop rules lol
thanks for this, we all know there were things Larian changed for official release but everyone decided to stop putting out authentic choice guides as soon as the game dropped. for those of us on console who want to know more about class and race choices but dont have access to the game, thanks
Because I will just look at what feats work best, I just wanted to quickly say: Awesome move with getting the main point across in the first minute(s) and not wasting peoples time. Thanks!
@@italianspartacus Youre acting against everything others do and the UA-cam algorithm, so I felt the need to shout that out. I am very much enjoying the game, as you are hopefully too besides making these videos.
Having your primary stat as an odd number in the beggining and picking a good feat that ups it by one is basically as good as adding two to it at level 4. Then at 8 you can bump it to 20 and still have a feat or two to play around with.
This is SUPER important because after 13 iirc it costs 2 points to increase a stat at character creation, meaning by keeping it odd you can use the extra points to bump up other stats to not be as bad
Resilient (Constitution) is REALLY good on spellcasters other than Sorcerers. At level 8, you can have a +7 to Con Saves along with +1 and advantage with gear so that if you are hit with 21 or less damage in a single hit, you have a 99.8% chance of maintaining concentration. And trust me, it REALLY hurts to lose powerful high level spells just because you fail a concentration check. You can wait to max your spellcasting ability until level 12.
@@TalesOfSurvival You can get gear that gives you advantage on Con saves. War Caster is irrelevant. Plan to have an odd Con so you get to an even number with Resilient. I'm level 12 now and Shadowheart is a full cleric with 111 hit points.
@@ATinyWaffle war caster does a lot more than just advantage on concentration checks there is a reason it's the better option. shocking grasp as an opportunity attack is goated.
Dual wielding is actually very good for casters. You can dial wield staves and have both effects active from different staves. As well as having a juicy +1 ac. For instance at level 4 you can dual wield melfs first staff and the spell sparkler. Melfs first staff is pretty much equivalent to increasing your main stat by two.
something to note about sentinel is that it works really well with a rogue since rogues typically wants to stand next to an ally to get sneak attack without having to hide constantly losing out on attacks using those bonus actions, also to note that a rogue can get a sneak attack off of opportunity attacks aswell so it synergizes really well with sneak attack itself. but there's plenty of ways to build a rogue.
@@jaysonburke6839 incorrect, i've gotten sneak attack off with off-hand attacks which only took a bonus action, i've also gotten sneak attack off with throwing a grenade, if you meet the criteria for sneak attack it will ask you "want to use sneak attack?" however my reactions are all set to "ask" so might be why you don't actually recognize it asking you if you want to apply sneak attack. but you are right, there's a sneak attack button and if you use it i'm pretty sure it eats up your sneak attack reaction so you don't actually get to try again with sneak attack after that attack so you've pretty much used your sneak attack reaction when you do that. if you don't believe me set everything to ask, get into a fight and set up the conditions for a sneak attack and throw something at the sneak attack target or use a bonus action off-hand attack, if those work it's safe to assume opportunity attacks can also get a sneak attack. but do note you do only get 1 sneak attack per turn.
@@jaysonburke6839 LOL There's literally a tab called "Reaction: Sneak Attack" on the upper right of the action bar of all rogue characters, beside the Opportunity Attack reaction tab. It allows you to set it to fire automatically, ask if you want it to occur, or to turn it off.
Elemental Adept can be taken more than once. You could take it three times as a pure caster and pick three different types to avoid opponent resistances.
@@ShepardCommander Some classes might not have that luxury. I was also making a hypothetical possibility since it would be very wasteful to use all three ASI/Feat picks for something like this (pure Fighters and Rogues get 4 over 12 levels).
@@HiItsMars Well, the ones that can't cast spells. Unless you're suggesting that those classes use their ASI/Feat picks for using with wands, scrolls, and other items that let them "cast" spells. Again, kind of a waste of picks when there are others that would work with those classes
Loved the video! Another general feat suggestion: Tough. It is a super under-rated general feat. HP is your most commonly interacted with stat, and Tough basically gives you the equivalent of increasing your Con by 4 with regards to a buff to your HP. It's retroactive so it can explode a fragile wizard or sorcerer's HP at level 4 so they don't just die all the time, makes tanks tankier, makes your DPS focused rogue stupid hard to kill, etc. Everyone benefits from more HP, and it always make role-play sense because your characters are fighting horrific monsters all the time and getting tougher for it.
I hit level 12 during House of Hope, right as I broke my contract and stole the constitution amulet. Gave everyone tough and put the amulet on my wizard. Went from the lowest hp in my party to the highest and it’s been a huge game changer. When I freed Orpheus I also became full illithid, so my wizard is just busted now. Whole ass 166 hp, I feel unstoppable now
As someone who plays this game basically nonstop, Con is not so important stat. You are much better with higher AC or in most ideal case - most of the fights in the game can be resulted in 1-3 turns. Focusing on offence is the most important thing to do, than worry about AC, than maybe think if you can higher Con with not lowering the AC nor your attacking capabilities in mind.
For anyone playing a Barbarian or a strength Monk: Do not sleep on Tavern Brawler. Getting to add your strength modifier TWICE on attack and damage rolls for thrown weapons AND unarmed strikes is huge!
Once again, thank you for calm, logical conversation rather than pretentious, condescending rants claiming the best this and the best that. It's SO refreshing and your voice makes me think you should've been the narrator. 😊
Ranged Feat missing: Tavern Brawler Throwing Build: Leads to Str being added TWICE to the attack roll. You also get a second damage instance for Str damage. Both dmg instances use the + 1d4 dmg from Gloves of Uninhibited Kushido und Ring of Flinging. So instead of +2d4 (both items) you are actually getting +4d4. You can add lightning charges to it. If you get +1 lightning dmg from those on a thrown weapon, it adds the +2d4 again. You can get lightning charges easily with The Speedy Lightfeet and a Monk multiclass - Step of the Wind: Dash to start the fight, then throw stuff at people. Sample Build (essentials): Barbarian 1 / Monk 5 (or Open Hand Monk 6) Both items+Tavern Brawler: ATK roll adds str twice, DMG is weapon (1d6) + STR + STR + 2d4 + 2d4 +1 lightning + 2d4 lightning
Mobile and Sentinel are extremely effective on tactical because opportunity attacks will stop enemy from getting away and you get more triggers for opportunity attacks, if you have more than one melee class in your party it shreds.
I wish Int/Wis had their own "1point API + extra something" feat. There's a few for the other abilities but not this one (except the resilience one, but that's universal). Would be cool to have that removed "Wisdom" trait back.
Yeah, it looks like the Resilients are the only way to raise Wisdom or Intelligence outside of Ability Score Improvement. Though Resilients aren't bad if you're taking it in a stat you don't already have the bonus saves in.
Yea and chances if thats one of your primary stats for your class you are already proficient in that saving throw stat, so id rather just do get 2 asi point instead
Alert also, i think you should have Alert on atleast one party member, because having your whole party get supriced and lose a turn.. uff, that can end badly.
@Grobut81 if you play with Karlach & choose Bezerk Barb, after a certain lvl (i can't remember tbh) she cant be surprised & gets an initiative bonus without taking Alert. It works perfectly cause shes my Tank so shes always ready to go start bodying enemies, till Im avle to buff her with Haste.
I feel like alert is being slept on. Its so good for low dex characters. My heavy armor paladin with only 10 dex is usually one of the firsts to act in battle now ever since i took it
I find it interesting that a lot of these feats have changes that make them more powerful than standard 5e. Clearly iterative testing showed that a lot of feats needed to get an upgrade to make them a worth while choice. Hopefully these changes will make it into the actual RPG.
I love the way you do your intro and summary. It is informative and gives me information that I need quickly. I usually stay around to hear your whole vid, but I really like that first portion.
Savage attacker also is amazing on paladins, as it also affects smite damage so its almost a must take if you want to optimize Also it does not work on ranged attacks sadly
I appreciate how you upfront knowledge and also strive to be as accurate as possible with your descriptions. On that point, you tend to say that you get 1 reaction per turn, but this is not correct. You a take 1 reaction per round and it refreshes on your turn. Unlike actions and bonus actions, reactions typically happen on other character / creature turns. A turn is was each character or creature does in a round in initiative order. It is a very minor point but since you are getting very technical in these videos I think getting this straight would be helpful. If you were to say you get 1 reaction that refreshes on your turn, or you can perform a reaction once per round - I think these are both clear. But to say you can take 1 reaction per turn, and the fact that you typically use them on other player / creature’s turns, it creates a little ambiguity as to whether you could take multiple reactions in a round.
Great video for beginners and more experienced players also. Adds a sort of "checklist" feel to character building, which is very approachable. I made a few of these myself, but the comparison between play styles shines in yours. I'd follow suit, but I think you hit on everything very well! Awesome vid!
not mentioned in the video but i heavily reccomend to get Ritual Caster if no one in your party can cast Longstrider, and you can also get Enchance jump, making it so you won't have to struggle with jumps in the rest of the game point in the game. I wouldn't reccomend it in a PC since there are others that are just better, but if you have a party member that is already more on the support side, having them be able to give SO much help with those 2 spells that are ritual spells meaning THEY DON'T USE SPELL SLOTS
For Actor, it's important to remember that it gives you double proficiency in Deception and Performance whether you're proficient in it or not. In character creation, you could pick proficiencies other than these two, then take this feat and still benefit from the bonus, leaving you with more proficiencies in the end.
Monks getting mobile after capping on dex helps out a ton. You avoid opportunity attacks, and are free to run around and stun high value targets, focus dps on a back row or boss target, or even with open hand spread ki resonating aids around for a big explosion
I really like the Athlete feat. Gives you 1 ability point in STR or DEX and allows you to jump farther. This is useful both in combat and in exploration. Also helps when you fall prone to get up using less movement. Great feat to take on a main chr especially if you like exploring every nook and cranny. Absolutely great on fighters/barbs/rangers/rogues to help them reposition faster or take advantage of high ground range bonus. Shield Master is not only good for a tank character but also for a caster that uses concentration spells often. It gives you a dex saving throw and also the abiliy to reduce spell damage that use dex as a saving throw. I prefer to use this on Shadowheart because it gives her much better chance to dodge melee or ranged attacks as well as dex spells. Resilient - Constitution is another excellent choice for concentration casters because not only does it give you more HP but it also adds your proficiency bonus (2 at low level) to Con saves, which will allow you to not break concentration on a buff/debuff spell when taking damage. In the early game this is not so crucial because the proficiency bonus is only 2, but at level 8 feat it will be 3, which is a bit stronger. However i prefer to take this feat on casters at level 4 instead of War Caster which gives you only an advantage die to concentration saving throws. If you alraeady have 15 Cons from character creation on a cleric/druid/paladin, with this feat you will getto 16 cons which gives you 3 + 2 from the feat you get a nice +5 save to concentration which is great and it means you will rarely lose concentration on big damage and you also get bonus to HP. It's a win-win in my book.
I love Alert. BG3 uses 1d4 + dex bonus for initiative, so +5 means you're usually going first. This gives you the chance to disable/kill enemies before they get a chance to use their most powerful abilities against you. Crown of madness is great when you act first, as their strong melee guys are still standing next to their squishy mages. Also, because most of your characters are first, you can choose the order they act in. This allows good synergies. E.g. create water, followed by lightning and cold spells. E.g. Bane followed by spells which give save throws.
Liked commented and subbed before the actual video for the voice, frankness, emphasis on role play and fun, and the organization was top tier. Looking forward to crushing the rest of your videos.
Lucky, on a halfling divination wizard - essentially become the metagaming master & stack the odds in your favour. Finesse based battle master fighter with great weapon fighter, mobility & sharpshooter.. GWF bonus attack is just on melee kill so just ignore the heavy weapon part. You can kill an enemy up close, move to another enemy & hit them with the bonus attack plus your second attack (use distracting strike), then step back a bit & use the bonus action to use your offhand handcrossbow & shoot - it'll have advantage to help negate the penalty & have that big extra damage bonus. Elemental adept isn't about not auto-failing but also just for damage rolls you can't roll a 1, meaning the lowest possible result is a 2, great on spells with multiple damage dice, so something like flame hands or chromatic orb goes from a 3-18 to a 6-18 damage as a level 1 spell, it's a great way to add a consistent boost to your damage. Evoker wizards in particular really benefit from this combined with their other class abilities later as well as sorcerers with twinned spells. Cleric initiate is brilliant - go with guidance, resistance & sanctuary & you can really make your life easier with boosts to a whole bunch of checks & saves & the ability to go (or make an ally) untargetable (i think sanctuary can be twinned too if you're a sorcerer, great for having 2 casters maintaining concentration effects). There are some items & abilities that give buffs when you use concentration based spells which those cantrips qualify for too & none of them require having any wisdom stat at all since none of them have DCs to worry about. War caster on a tempest domain cleric is great since you can seriously punish an enemy who attacks you in melee already & if they try to move to attack someone else you can use channel divinity to boost your shocking grasp - remember, those cantrips get extra dice as you level so that's a solid 8/16/24 damage & if they're wearing metal armour, it'll be made with advantage too. Combine with elemental adept, spirit guardians, sanctuary & stand in front of the squishy low-ac priority target wizard for a maximum "you're gonna regret even being near me" trap.
I gotta say, I picked Athlete this run for Astarion's level 4 feat. He needed the +1 Dex from it to hit 18 and also gets to improve his super lame jump distance to match the rest of my party. And the standing from prone is a nice bonus.
I thought about that for him, too. It'd be nice to get to high ground quickly. I ended up using it on Karlach, and now no enemy is out of her reach. She's stupidly mobile.
I really like having Alert. The initiative isn't really necessary unless you're an assassin, but I tend not to be the most careful, so I get surprised a lot. Losing a full turn with your whole party can hit pretty hard.
Fow low dex characters like wizards and sorcerers its freaking amazing. You essentially jump from always one of the last to take a turn to almost always first. Which - particularly - if you are a caster with lots of AOE, when the enemies aren't repositioned yet, is amazing.
Some corrections You can 100% toggle sharpshooter on or off. If the option isn't there it could be you dragged it out of the hotbar by accident. You can find it again in the spelllbook tab then. Also when elemental adept talks about not being able to roll a 1 i'm 99% sure it means damage rolls, not attack rolls
@4:55 just a small correction here. Oddly, actor doesn’t stack with proficiencies. Actor essentially gives you expertise in deception and performance. This means that it’s actually optimal to have no proficiencies in deception or performance and then just let this feat give you expertise.
The fact you give a TL:DR at the very beginning, rather than making us wait till the end so you can get those minutes watched, earns an automatic like and subscribe from me. 👏🏻
I agree to some degree but it Would be more helpful if you gave us an example of best use case for the feat. Druid shapeshifter springs to mind, but maybe you have another use for it?
I made an Eldritch Knight that rocks war caster and mobile with spells like expeditious retreat (or advance) and Mirror Image to be fast and extremely hard to catch or hit. Feels like freedom during combat.
If you picked Wood Elf race and get Crusher's Ring from the Goblin Camp, those two with Mobility Feat will make you move nearly twice as far as any other race can. And as an EK, you can basically turn into a Champion by taking Spell Sniper and getting your Critical chance to 19-20, instead of just 20. Very versatile.
Actor gives you the full expertise bonus (+4) even if you don't have deception or performance previously, so it's actually optimal on a 17 charisma face character, who doesn't have those as proficiencies
@@icespicefan4771ability is very good. But you can get 17 by default. Upgrade it once and the find an item that gives 2 more and you are maxed out. Have been able to do this on multiple chars. And I only have 2 saves reaching lvl 8
Depends. After the first asi selection at level 4 you should be sitting at 18 or at the lowest 16 with your primary casting/attacking stat. That’s more then enough to delay the second asi for a game changing feat of your choice. Keep in mind that your modifiers literally only affect the attack roll by 1 point for every 2 put in to it. Meaning at 20 you add 5 to any attack roll. If an enemy has an armor class of 30 (which they very much start to have if buffed by other enemies) you still can’t hit them with that stat line unless you have weapons that have enchantment levels and buffs such as bless (or rolling a nat 20) I currently have lae zell sitting at 26 armor class when buffed with shield of faith and she can cast mirror image on herself to pump the armor class to over 30 creating the scenario I described above where enemies literally can’t hit her outside of a crit. So don’t put so much weight on trying to cap out ability score. It’s not as mathematically impactful after the first feat as it seems. Also ability scores can do nothing about a critical miss. If you roll a 1 all calculations are thrown out and you simply miss no matter what.
I really love the heavy Armor master on laezel actually. Picked it on lvl 4 to get str to 18 and use a heavy Armor. Once you craft that insane heavy Armor in the adamantine forge she can actually tank pretty much everything while using a heavy 2h-Weapon. Since we are playing as 3 casters and only 1 melee that is great. Laezel is by far our strongest character in many situations and that's a major reason why. Her damage is as good as it could be, since she is a fighter with 20 Str, but she is still extremely tanky and can take pretty much everything enemies throw at her. She actually killed that forge boss in 3 turns(!) Without using the environment and even having to swap weapons in the first turn while being 2 levels below it. She took just one single hit in that fight.
And here i was picking my feats to fit my roleplay of my Dark Urge Tiefling warlock being literaly Satan. Lucky cuz i need the devil's luck, Performer cuz i need to rock that Violin and Magic initiate: Bard cuz i want vicious mockery and whispers. Did i mention i can also summon a trident out of thin air :P
If you're a caster class like Sorc or Cleric War Caster is very important since many level 5 and 6 spells require concentration. So you can either take Lucky or raise your primary ability at level 4 and take War Caster at level 8 when the concentration heavy spells start rolling in.
I'd disagree on the value of rhe feat increasing healing from short rests (Durable). You get so many healing potions to cover the need for out of combat recovery, it's probably not a good idea to spend one of only three feats on.
In fairness,it has a use early on. Put it on a fighter or barbarian or any other tank so you can stockpile the potions early game. Since you can respec, you can swap onve this tech becomes less useful, which doesnt seem to take long. Respec kinda changes the game. I personally resist using it, as I like my characters to be a "pure" kind of concept. My dragonborne monk is a dragonborne monk and I dont plan to change that. Unsure if ill even multi class her
@@johnyshadow this is also fair. For me, its purely a personal choice. There is no shame in using the systems the game have buult in to make you enjoy the game more! Respec if something doesnt fit.
Yeah i'm also not a fan of this. Very rarely are you going to be on extreme low hp when you short rest. If you decide to short rest when on 30% hp this feat only gives you 20% extra healing. It's a feat that looks really good on paper cause it "doubles" your healing but in reality it's rarely going to do that much
Heavy armor master is very good early game if you're a shield heavy armor strength fighter and start with 17 strength. However it does mean you're probably better off doing a respec afeter level 10 as as the damage reduction isn't as significant. 3 damage is a big deal when you're taking 6 or 9 damage total but when you get hit for 20 damage each turn 3 is meaningless. And most attacks by then aren't mundane damage anyway. Spell sniper is bugged and does not work at all Don't pick it until it's fixed. Ritual caster is busted in this ruleset because you can pick non concentration, until long rest spells like longstrider and then you get +3 meters of movement speed to your whole party permanently for free, you just have to remember to cast it each long rest. If you wanna min max more, you can give it to a party member caster you don't use and just swap them in each rest, cast the buffs, pull them out and the buffs stay. That's a lot of hassle to go through each long rest tho.
Just want to add that whatever cantrip you pick for spell sniper, you will have the option of picking what ability to use when you cast it, so I have eldritch blast on my druid, and it casts from wisdom, not charisma. Also, the magic initiate feats doesn't necessary need you to focus on their prime spellcasting ability, since you can just pick spells that are useful for you but doesn't require rolls, such as find familiar for scouting. This also applies to ritual caster, you ideally want to pick it just to have utility spells on someone that doesn't normally get them. You can have a plain fighter that gets a familiar and the speak with dead ritual, for example. Or the jump spell, to easily scale walls and cliffs to get to better ambush positions. The options are many, and the only thing that annoys me is that detect thoughts isn't on the list.
I just checked, and savage attacker does work with thrown weapons. I have no idea how good this would be, and the order of levels/feats could probably be optimized, but here is a potential YEET build: 17str, 16 con, then whatever else you want First 5 levels are fighter. Eldritch Knight for the bound weapon and tavern brawler (+1str) for your feat. You can now throw your bound weapon twice per turn with extra damage. Next 4 levels are barbarian. Go berserker and get +2str. Now you can throw your weapon a third time per turn as a bonus action (as long as you are raging) and each throw has +10 to attack and dmg because your str modifier is +5. Fighter for the rest. Get savage attacker at fighter 6 to do even more damage and whatever feat you want for the last one (idk if getting 2 levels in another class would be worth it, but maybe). To add to this in act 1 there is a ring that adds 2 acid damage to weapon attacks (works with throwing), a ring that adds 1d4 to throw damage, and gloves that add 1d4 to throw damage. With everything else above and assuming nothing better in later acts (which there probably will be), that is 42-60 damage each round on top of the actual weapon damage 3 times each round by level 9, with savage attacker at level 10.
To get 3 feats, you would have to take the last 3 levels in fighter. You get a feat when you put 4 levels in a class, and then another feat for every additional 4 levels in that class. If you spend 5 levels in fighter, then 3 in thief, you will only get one feat. Since you put 5 levels in fighter for Eldritch Knight, then you must spend 3 more levels in fighter to get your 3rd feat
@@kaythough9604 also i think you mixed up my comment with someone else's? I didnt mention 3 in thief anywhere. I said maybe 2 in another class (pal for example) instead of the last 2 in fighter
Resilient for con is about as good as war caster for maintaining concentration. Advantage gives you on average +4.5 on whatever you are rolling while getting +1 to con and proficiency in the save could get you more hp and the same "modifier". If warcaster worked like in 5e where you can cast any spell as the reaction and gain proficiency with shields it would be an easier choice.
Resilient : Wisdom is really really good to have on your player character if his base class doesn't have proficiency on Wisdom saving throws as anything and everything tadpole related is Wisdom based. Doesn't have a ton of combat practicality unless you multiclass into Druid/Ranger/Cleric but tbh even if you don't, shaping a lot of situations however you want through RP can affect combat a lot. I feel a lot of ppeople willl sleep on this.
Melee get savage attacker and maybe sentinel. Magic initiate "X" if your build needs an unavailable spell. Choose one with a compatible Ability modifier. Ability improvement for all other feats. Get stats to 12, 14, 16, 18, or 20 for +1-5 bonuses. I also recommend getting a lv12 Fighter and a Cleric/Fighter at lv6/6 or 4/8.
athlete on a melee character is amazing for the movement that you get from the jumping, whenever i get caught in a fight that i hadn't set up for properly i can always count on Karlach to jump across the battlefield and turn the pesky caster into a smear on the pavement before he gets a spell off
I just give her the boots of speed does the same thing and saves me a feat also you should be hasting your melee peeps so they are going to be able to run around the map anyway. Hasted Barb can solo the entire game.
Ditch War Caster. Resilient for CON is way better. Gives you advantage on ALL CON saves, including concentration. Just roll an odd CON (say 15) and pick resilient CON for +1 stat and advantage.
Quick story: in tabletop I usually believe 18 in a casting stat is enough. One time I went for 20 and my Bard had to roll an important Persuasion check. I rolled low but still 15 with all added up, success. GM later told me out of game I had just matched the DC.
Don't know if it's a bug, but savage attacks also works on smites, so even better on a paladin as you get the better rolls for both your weapon and smite damage. Absolutely disgusting damage when comboed with great weapon master and that tadpole power that lets you turn a regular hit into a guaranteed crit.
Karlach in my game is a dual wielder, and does insane damage. She has a ring that adds 2 acid to every attack, and gloves that make offhand do full ability modifier.
I’d argue the only “wrong” way to play D&D is to intentionally try to mathematically make the best possible character, and hardcore min max. That’s not to say you shouldn’t pick advantageous things that would benefit the character you are trying to make-people in real life try to compliment their strengths and cover or mitigate their weaknesses. But when you have a player who is only picking a race, class, stat, item, and feat combo SOLELY to be as game efficient as possible, deliberately multi classing only for optimal game reasons, even if that character doesn’t make sense and is approaching godlike in game-eh that’s where I’d say (my opinion) that you “failed” at D&D. Cuz it’s not a MMO lol. Your character flaws/weaknesses and bad rolls can lead to incredible moments. Making a 20/20 stat character who’s at least good at basically everything and deadly good at several specific things just isn’t interesting. You play (again imho) to overcome and mitigate the dice-not to make them irrelevant lol.
@@eclipsingshadows5421very much agree with this. I try to make myself stick with the dice roll and work with whatever the result is and I gotta say, although I do get the itch to reload a save, it's way more enjoyable to commit to roleplaying and see if you can figure out a way to make it work. I've only played dnd a couple of times but I try to make my playthrough feel close to what ttrpg is supposed to be and this way I get a pretty similar feeling
You get an amulet of talk with dead early on were you get Withers so would not pick that one. I went with the triple jump distance and movement increasing rituals. Saves a lot on spell slots and encourages exploration since I don’t need to hold back on casting the jump spell.
Contrary to the video, Savage Attacker does NOT seem to work with ranged attacks, it's merely worded poorly. Nor does it work with Sneak Attack, although it does work with Smite, which I think should be addressed one way or the other. Also, if I'm not mistaken, Elemental Adept does NOT prevent rolling a 1 on Attack Rolls, it prevents rolling a 1 on Damage Rolls for spells of that element. Another case of poor wordage.
Mage slayer would be really good in a campaign with lots of spellcasters, like the one in NWN2: Mask of the Betrayer where the main character fights through a Thayyan Red Wizard academy, but not so much in single player BG3. You might get more use out of it if you're doing co-op and coordinating your build with the other players.
a surprising good general feat is athlete as the increase to your jump massively increases your movement to put it simply my fighter has a 25 meter jump distance allowing we to go like 40 meters a round and still attack also allows you to quickly jump into combat threatening multiple enemies in one action.
One thing worth noting, is if you only want to focus on getting one stat up, it can only go to 20 from Feats. So, assuming you got it to 17 in character select, you only need 3 points, meaning you can take Ability Improvement for one of your Feats for the 2 points and a Feat that gives you a bonus point in the stat you want to improve. Can't find a feat you want for the stat you want to improve? ~ ~ ~ ~ Take Resiliant. ~ ~ ~ ~ Resiliant gives you 1 point in any Stat you want and gives you the nice generic bonus of improving your saving throws in that stat as well. It's usually better to find a Feat that corresponds to that stat you like, but if you can't and still want to get 20 on one stat without a big focus on your other stats, then Resiliant is a pretty great backup Feat.
Depending on your choices if you are in Act II and need a Character to wield Moonlantern you could give that Character Strength and Dual-Wielder so they get attack with the Moonlantern even though it is not the best weapon but protects yours party from Shades.
If you have an odd constitution score, and are a class that doesn’t have proficiency in Constitution saves (sorry sorcerers) - I would say that Resilient: Constitution is better than War Caster. Proficiency bonus is added to Con saves AND being able to bump HP if you go, say, from 13 to 14 is really appreciated. Advantage is an effective +5, but with Resilient Con, you get extra HP plus a decent boost to saves. Both are good, it’s just a question of preferring advantage (mechanically equal to +5) to concentration checks, or getting +2 to +4 (depending on your level), potentially additional HP, and a bonus to ALL Constitution saves, not just concentration checks. Best candidates in my opinion are Warlocks, especially since BG3 changed Hex to last until your next long rest or until concentration breaks. Clerics are another fantastic option to keep things like Bless active longer.
My swords bard makes use the oil of bane to become a very strong debuff machine. Uses oil of bane with the melody of phalar aluve to give enemies a debuff of 2d4 to all saves. My caster party then does their thing not to mention my bard took spirit guardians as a magical secrets so debuffing all the enemies i hit and melting them with spirit guardians
Bards are so much fun and I did lucky with it. Combat bard with some really strong AOE CC spells to make my teammates DPS easier to output. my brother chose a monk and we usually change between Karlach and Gale as the 4th and of course every party needs a healer in Shadowheart. This has been such a fun game so far but we have been taking our time and doing everything we can we explored all the underdark then went back and started up the mountain pass and I gotta say the mountain pass is no joke.
13:59 LOL that's exactly how I'm treating the entire game. Min maxing and meta chasing ruined so many games for me, I decided to go into BG3 completely blind and just pick what I think I'll like. And the system is very forgiving anyway, if it sounded good on paper but wasn't as fun in practice, I just got to Withers and respec. BG3 is my first introduction to D&D in general, so it's been kind of a steep learning curve. But through trial and error I found what works for me and what doesn't, and more importantly what is fun and what feels rewarding/satisfying. Currently level 8, and having so much more fun with this playstyle, than I otherwise would if I spent half my time reading maxroll instead of playing the game. Videos like this are alright in my book, because they don't tell what I should do and how I should build my character, but just inform me on the effects of different options, so I can make my own educated decision.
Savage attacker is melee only, does not affect ranged weapons.. Sharpshooter can be toggled on/off. Magic initiate feels very limited in choices because the scaling ability (attribute) is often not your primary one, so you get no improvement to DC etc. Tavern Brawler is extremely broken for monks, very good for berserker barbarians (throwing) and okay for druids (it is partially bugged for wild shapes, giving only attack bonus). If you do not have access to Enhanced Leap & Farstrider then Ritual Caster feat is incredibly strong, giving you access to some of the best buffs that are always free when cast out of combat.
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Actually you can toggle sharpshooter on and off. I have it on mister vamp and it does not cost anything to activate it mid battle.
How do you toggle it? I just can’t seem to find the toggle option.
It's in the passives tab. The tabs are at the very bottom of the screen. It's the same place that has the non lethal toggle
Same with Great Weapon Master. Sometimes you want to make sure the hit lands.
I set up Astarion as a rogue monk, with crazy high speed and melee potential. With the extra bonus action from Thief and Flurry of Blows, he gets 6 attacks per turn and can spend each bonus action boosting his already high movement speed instead of attacking. No need for Misty Step or Dimension Door when you have a speedster in the party.
If you take sharpshooter early, you keep missing all than time... btw. Does it apply that damage to all attacks in the round, and not just the first one?
One melee trait that is overlooked is Tavern Brawler. It doubles your str bonus to BOTH attack roll and dmg roll on improvised weapon attacks, throw attacks, or unarmed attacks. It is exceptional for shapeshifter druids, monks, rangers, fighters, barbs, or whatever people likes to do non standard weapon attacks, or unarmed attacks. AND Tavern Brawler, despite tooltip not saying, also gives +1 to either strength or constitution. With 20 str, that's a wooping +5 to both dmg roll and attack roll. Makes throw-berserker barbs insanely strong and fun.
Tavern Brawler doesn't work with natural weapons
@@kristopherdickson6606 A fist is a natural weapon, it works for my monk
This works while shape shifted??
@@kristopherdickson6606it works with unarmed and the game considers shape-shifting druid attacks as unarmed
@@CodeeXDnah it works with attack roll not damage roll
This mans just told people to jump around his video instead of urging them to watch it till the end o7. The legend.
Hahaha I just want you back in the game brother!
I appreciate your general practice of frontloading the answers. I hate it when people try to bait me into watching the rest of it.
I really like the Alert feat. This is especially good for those playing game for first time as you don't know when a monster will jump out at you and say, "I want your soul". Being surprised stinks.
It's only really useful in honor mode.
Nothing can surprise me when I have 20/20 vision (quicksave)
@@radityapoerwanto7018 hard disagree. Alert gives you a fixed plus 5 to initiative, in a game where initiative is 1d4+your dex bonus, so characters with alert will almost always go first and have an opportunity to position, neutralize threats early, cast buffs, etc. Extremely good for just about every build.
@@radityapoerwanto7018 seems to me like it should be good for everyone. Maybe it's more necessary in higher difficulty, but even on a balanced playthrough, if you have all 4 of your team with alert and you can use all 4 moves to rush down a target before they even get one turn, you swing the encounter in a huge way.
Fun fact if you're planning on taking the Actor feat you shouldn't have proficiency in deception or performance because it bumps you to expertise. So if you're a bard instead of choosing either of those skills at character creation take like perception and insight. Then at 4th level you'll get some extra proficiencies
Edited because I said advantage when I meant expertise
There's no need to go without two very highly used skills for three full levels. You can respec for basically free at anytime shortly into the game. But even if you don't respec getting the same proficiency more than once, without a choice involved actually stack.
@blshouse if you're not playing a charisma based character, I would totally agree, but as a bard, it's perfectly fine, imo especially if you're using Shadowheart's guidance to boost you. Most early level intimidation and performance checks are low enough that you should be good. But yea, the option to respec does make it kind of a moot point. I'm still used to tabletop rules lol
I plan on having deception and performance and then I’ll just respec at lvl 4 when I get actor :)
thanks for this, we all know there were things Larian changed for official release but everyone decided to stop putting out authentic choice guides as soon as the game dropped. for those of us on console who want to know more about class and race choices but dont have access to the game, thanks
Because I will just look at what feats work best, I just wanted to quickly say: Awesome move with getting the main point across in the first minute(s) and not wasting peoples time. Thanks!
My pleasure brother! I just want you to go enjoy the game!
@@italianspartacus Youre acting against everything others do and the UA-cam algorithm, so I felt the need to shout that out. I am very much enjoying the game, as you are hopefully too besides making these videos.
Having your primary stat as an odd number in the beggining and picking a good feat that ups it by one is basically as good as adding two to it at level 4. Then at 8 you can bump it to 20 and still have a feat or two to play around with.
This is SUPER important because after 13 iirc it costs 2 points to increase a stat at character creation, meaning by keeping it odd you can use the extra points to bump up other stats to not be as bad
Stacking 3 feats that all give +1 is my favorite way to max str or dex
Resilient (Constitution) is REALLY good on spellcasters other than Sorcerers. At level 8, you can have a +7 to Con Saves along with +1 and advantage with gear so that if you are hit with 21 or less damage in a single hit, you have a 99.8% chance of maintaining concentration. And trust me, it REALLY hurts to lose powerful high level spells just because you fail a concentration check. You can wait to max your spellcasting ability until level 12.
@@michaelchilds5278 They innately have proficiency in Constitution saves. No other full spellcaster does.
If you get a stat boost from the Hag you can get 20 in a stat at lvl 4, so you don't even need to wait to lvl 12.
just take war caster. has literally the same effect with 14 con.
@@TalesOfSurvival You can get gear that gives you advantage on Con saves. War Caster is irrelevant. Plan to have an odd Con so you get to an even number with Resilient. I'm level 12 now and Shadowheart is a full cleric with 111 hit points.
@@ATinyWaffle war caster does a lot more than just advantage on concentration checks there is a reason it's the better option. shocking grasp as an opportunity attack is goated.
Dual wielding is actually very good for casters. You can dial wield staves and have both effects active from different staves. As well as having a juicy +1 ac. For instance at level 4 you can dual wield melfs first staff and the spell sparkler. Melfs first staff is pretty much equivalent to increasing your main stat by two.
Do you need dual wield feat to get both passives/abilities from staves ?
@@dorukhanozen2580 yes you can’t even equip the other staff without the feat
No f*ckin way, cheers for that tip
something to note about sentinel is that it works really well with a rogue since rogues typically wants to stand next to an ally to get sneak attack without having to hide constantly losing out on attacks using those bonus actions, also to note that a rogue can get a sneak attack off of opportunity attacks aswell so it synergizes really well with sneak attack itself.
but there's plenty of ways to build a rogue.
Incorrect. "Sneak Attack" in Baldur's Gate 3 requires your Action to use. It does not work during Reactions.
@@jaysonburke6839 incorrect, i've gotten sneak attack off with off-hand attacks which only took a bonus action, i've also gotten sneak attack off with throwing a grenade, if you meet the criteria for sneak attack it will ask you "want to use sneak attack?"
however my reactions are all set to "ask" so might be why you don't actually recognize it asking you if you want to apply sneak attack.
but you are right, there's a sneak attack button and if you use it i'm pretty sure it eats up your sneak attack reaction so you don't actually get to try again with sneak attack after that attack so you've pretty much used your sneak attack reaction when you do that.
if you don't believe me set everything to ask, get into a fight and set up the conditions for a sneak attack and throw something at the sneak attack target or use a bonus action off-hand attack, if those work it's safe to assume opportunity attacks can also get a sneak attack.
but do note you do only get 1 sneak attack per turn.
@@jaysonburke6839 have you tried it yet?
@@jaysonburke6839 LOL There's literally a tab called "Reaction: Sneak Attack" on the upper right of the action bar of all rogue characters, beside the Opportunity Attack reaction tab. It allows you to set it to fire automatically, ask if you want it to occur, or to turn it off.
@@jaysonburke6839Incorrect. It was an action during Early Access, but not anymore.
Elemental Adept can be taken more than once. You could take it three times as a pure caster and pick three different types to avoid opponent resistances.
or you could just use different spells so that enemies that resist one damage type can still take damage from another type.
@@ShepardCommander Some classes might not have that luxury. I was also making a hypothetical possibility since it would be very wasteful to use all three ASI/Feat picks for something like this (pure Fighters and Rogues get 4 over 12 levels).
@@richardyoung3462what class doesn’t have the possibility of picking more than a single element to deal damage with?????
@@HiItsMars Well, the ones that can't cast spells. Unless you're suggesting that those classes use their ASI/Feat picks for using with wands, scrolls, and other items that let them "cast" spells. Again, kind of a waste of picks when there are others that would work with those classes
@@richardyoung3462 What a stupid example, non casters shouldn't be taking the feat even more.
Loved the video! Another general feat suggestion: Tough. It is a super under-rated general feat. HP is your most commonly interacted with stat, and Tough basically gives you the equivalent of increasing your Con by 4 with regards to a buff to your HP. It's retroactive so it can explode a fragile wizard or sorcerer's HP at level 4 so they don't just die all the time, makes tanks tankier, makes your DPS focused rogue stupid hard to kill, etc. Everyone benefits from more HP, and it always make role-play sense because your characters are fighting horrific monsters all the time and getting tougher for it.
I hit level 12 during House of Hope, right as I broke my contract and stole the constitution amulet. Gave everyone tough and put the amulet on my wizard. Went from the lowest hp in my party to the highest and it’s been a huge game changer. When I freed Orpheus I also became full illithid, so my wizard is just busted now. Whole ass 166 hp, I feel unstoppable now
As someone who plays this game basically nonstop, Con is not so important stat. You are much better with higher AC or in most ideal case - most of the fights in the game can be resulted in 1-3 turns. Focusing on offence is the most important thing to do, than worry about AC, than maybe think if you can higher Con with not lowering the AC nor your attacking capabilities in mind.
For anyone playing a Barbarian or a strength Monk: Do not sleep on Tavern Brawler. Getting to add your strength modifier TWICE on attack and damage rolls for thrown weapons AND unarmed strikes is huge!
Once again, thank you for calm, logical conversation rather than pretentious, condescending rants claiming the best this and the best that. It's SO refreshing and your voice makes me think you should've been the narrator. 😊
Ranged Feat missing: Tavern Brawler
Throwing Build: Leads to Str being added TWICE to the attack roll. You also get a second damage instance for Str damage. Both dmg instances use the + 1d4 dmg from Gloves of Uninhibited Kushido und Ring of Flinging. So instead of +2d4 (both items) you are actually getting +4d4.
You can add lightning charges to it. If you get +1 lightning dmg from those on a thrown weapon, it adds the +2d4 again. You can get lightning charges easily with The Speedy Lightfeet and a Monk multiclass - Step of the Wind: Dash to start the fight, then throw stuff at people. Sample Build (essentials): Barbarian 1 / Monk 5 (or Open Hand Monk 6)
Both items+Tavern Brawler: ATK roll adds str twice, DMG is weapon (1d6) + STR + STR + 2d4 + 2d4 +1 lightning + 2d4 lightning
I am totally lost can this be done with high elf ranger?>
Mobile and Sentinel are extremely effective on tactical because opportunity attacks will stop enemy from getting away and you get more triggers for opportunity attacks, if you have more than one melee class in your party it shreds.
Im surprised Alert wasnt included. Being able to take your turn first is such an advantage.
I wish Int/Wis had their own "1point API + extra something" feat. There's a few for the other abilities but not this one (except the resilience one, but that's universal). Would be cool to have that removed "Wisdom" trait back.
Yeah, it looks like the Resilients are the only way to raise Wisdom or Intelligence outside of Ability Score Improvement. Though Resilients aren't bad if you're taking it in a stat you don't already have the bonus saves in.
Yea and chances if thats one of your primary stats for your class you are already proficient in that saving throw stat, so id rather just do get 2 asi point instead
Honestly, I think the durable feat is underrated. Saves a lot of potions and healing spells early story.
Alert also, i think you should have Alert on atleast one party member, because having your whole party get supriced and lose a turn.. uff, that can end badly.
@Grobut81 if you play with Karlach & choose Bezerk Barb, after a certain lvl (i can't remember tbh) she cant be surprised & gets an initiative bonus without taking Alert. It works perfectly cause shes my Tank so shes always ready to go start bodying enemies, till Im avle to buff her with Haste.
I feel like alert is being slept on. Its so good for low dex characters. My heavy armor paladin with only 10 dex is usually one of the firsts to act in battle now ever since i took it
I find it interesting that a lot of these feats have changes that make them more powerful than standard 5e. Clearly iterative testing showed that a lot of feats needed to get an upgrade to make them a worth while choice. Hopefully these changes will make it into the actual RPG.
I love the way you do your intro and summary. It is informative and gives me information that I need quickly. I usually stay around to hear your whole vid, but I really like that first portion.
Glad it was helpful! Thanks for sticking around brother!
Making an evocation wizard with the spell sniper feat and giving him eldritch blast is so fun. Best blaster caster imo
Savage attacker also is amazing on paladins, as it also affects smite damage so its almost a must take if you want to optimize
Also it does not work on ranged attacks sadly
I do love when I see a video that tells you what to choose in ur build. Choose what ever u want, play the way you want.
Hell yeah man!! :)
I appreciate how you upfront knowledge and also strive to be as accurate as possible with your descriptions. On that point, you tend to say that you get 1 reaction per turn, but this is not correct. You a take 1 reaction per round and it refreshes on your turn. Unlike actions and bonus actions, reactions typically happen on other character / creature turns. A turn is was each character or creature does in a round in initiative order. It is a very minor point but since you are getting very technical in these videos I think getting this straight would be helpful. If you were to say you get 1 reaction that refreshes on your turn, or you can perform a reaction once per round - I think these are both clear. But to say you can take 1 reaction per turn, and the fact that you typically use them on other player / creature’s turns, it creates a little ambiguity as to whether you could take multiple reactions in a round.
I like how Mage Slayer was mentioned. The amount i have been able to use it is surprising. Setting up my barb right next to a mage gets me free kills.
Great video for beginners and more experienced players also. Adds a sort of "checklist" feel to character building, which is very approachable. I made a few of these myself, but the comparison between play styles shines in yours. I'd follow suit, but I think you hit on everything very well!
Awesome vid!
not mentioned in the video but i heavily reccomend to get Ritual Caster if no one in your party can cast Longstrider, and you can also get Enchance jump, making it so you won't have to struggle with jumps in the rest of the game point in the game.
I wouldn't reccomend it in a PC since there are others that are just better, but if you have a party member that is already more on the support side, having them be able to give SO much help with those 2 spells that are ritual spells meaning THEY DON'T USE SPELL SLOTS
Shush, you. If it doesn't bump my raw damage numbers I don't want it. Utility is for GIRLY MEN!
(Obviously sarcastic)
For Actor, it's important to remember that it gives you double proficiency in Deception and Performance whether you're proficient in it or not. In character creation, you could pick proficiencies other than these two, then take this feat and still benefit from the bonus, leaving you with more proficiencies in the end.
Monks getting mobile after capping on dex helps out a ton. You avoid opportunity attacks, and are free to run around and stun high value targets, focus dps on a back row or boss target, or even with open hand spread ki resonating aids around for a big explosion
If you make a Geth Monk you get misty step as a class trait. It's super helpful.
I really like the Athlete feat. Gives you 1 ability point in STR or DEX and allows you to jump farther. This is useful both in combat and in exploration. Also helps when you fall prone to get up using less movement. Great feat to take on a main chr especially if you like exploring every nook and cranny. Absolutely great on fighters/barbs/rangers/rogues to help them reposition faster or take advantage of high ground range bonus.
Shield Master is not only good for a tank character but also for a caster that uses concentration spells often. It gives you a dex saving throw and also the abiliy to reduce spell damage that use dex as a saving throw. I prefer to use this on Shadowheart because it gives her much better chance to dodge melee or ranged attacks as well as dex spells.
Resilient - Constitution is another excellent choice for concentration casters because not only does it give you more HP but it also adds your proficiency bonus (2 at low level) to Con saves, which will allow you to not break concentration on a buff/debuff spell when taking damage. In the early game this is not so crucial because the proficiency bonus is only 2, but at level 8 feat it will be 3, which is a bit stronger. However i prefer to take this feat on casters at level 4 instead of War Caster which gives you only an advantage die to concentration saving throws. If you alraeady have 15 Cons from character creation on a cleric/druid/paladin, with this feat you will getto 16 cons which gives you 3 + 2 from the feat you get a nice +5 save to concentration which is great and it means you will rarely lose concentration on big damage and you also get bonus to HP. It's a win-win in my book.
I love Alert. BG3 uses 1d4 + dex bonus for initiative, so +5 means you're usually going first.
This gives you the chance to disable/kill enemies before they get a chance to use their most powerful abilities against you. Crown of madness is great when you act first, as their strong melee guys are still standing next to their squishy mages.
Also, because most of your characters are first, you can choose the order they act in. This allows good synergies. E.g. create water, followed by lightning and cold spells. E.g. Bane followed by spells which give save throws.
Liked commented and subbed before the actual video for the voice, frankness, emphasis on role play and fun, and the organization was top tier. Looking forward to crushing the rest of your videos.
Thanks so much brother! The entire Playlist of them is linked at the end of the video :)
@italianspartacus already running the gambit for the entire rest of my shift. Enjoy your gaming!
Lucky, on a halfling divination wizard - essentially become the metagaming master & stack the odds in your favour.
Finesse based battle master fighter with great weapon fighter, mobility & sharpshooter.. GWF bonus attack is just on melee kill so just ignore the heavy weapon part. You can kill an enemy up close, move to another enemy & hit them with the bonus attack plus your second attack (use distracting strike), then step back a bit & use the bonus action to use your offhand handcrossbow & shoot - it'll have advantage to help negate the penalty & have that big extra damage bonus.
Elemental adept isn't about not auto-failing but also just for damage rolls you can't roll a 1, meaning the lowest possible result is a 2, great on spells with multiple damage dice, so something like flame hands or chromatic orb goes from a 3-18 to a 6-18 damage as a level 1 spell, it's a great way to add a consistent boost to your damage. Evoker wizards in particular really benefit from this combined with their other class abilities later as well as sorcerers with twinned spells.
Cleric initiate is brilliant - go with guidance, resistance & sanctuary & you can really make your life easier with boosts to a whole bunch of checks & saves & the ability to go (or make an ally) untargetable (i think sanctuary can be twinned too if you're a sorcerer, great for having 2 casters maintaining concentration effects). There are some items & abilities that give buffs when you use concentration based spells which those cantrips qualify for too & none of them require having any wisdom stat at all since none of them have DCs to worry about.
War caster on a tempest domain cleric is great since you can seriously punish an enemy who attacks you in melee already & if they try to move to attack someone else you can use channel divinity to boost your shocking grasp - remember, those cantrips get extra dice as you level so that's a solid 8/16/24 damage & if they're wearing metal armour, it'll be made with advantage too. Combine with elemental adept, spirit guardians, sanctuary & stand in front of the squishy low-ac priority target wizard for a maximum "you're gonna regret even being near me" trap.
I love your clarity and brevity in all your videos. Here’s a reward comment.
I gotta say, I picked Athlete this run for Astarion's level 4 feat. He needed the +1 Dex from it to hit 18 and also gets to improve his super lame jump distance to match the rest of my party. And the standing from prone is a nice bonus.
I thought about that for him, too. It'd be nice to get to high ground quickly. I ended up using it on Karlach, and now no enemy is out of her reach. She's stupidly mobile.
If you give Astarion the Hill Giant club from the Arcane Tower, that will increase his strength to 15, and greatly increase his jump distance.
@@BuckysKnifeFlip I gave it to karlach and her jump and shove distance is insane
I really like having Alert. The initiative isn't really necessary unless you're an assassin, but I tend not to be the most careful, so I get surprised a lot. Losing a full turn with your whole party can hit pretty hard.
Fow low dex characters like wizards and sorcerers its freaking amazing. You essentially jump from always one of the last to take a turn to almost always first. Which - particularly - if you are a caster with lots of AOE, when the enemies aren't repositioned yet, is amazing.
@@therealstanyzTHIS
Some corrections
You can 100% toggle sharpshooter on or off. If the option isn't there it could be you dragged it out of the hotbar by accident. You can find it again in the spelllbook tab then.
Also when elemental adept talks about not being able to roll a 1 i'm 99% sure it means damage rolls, not attack rolls
Glad you are covering game jewel like Baldurs Gate 3! Plus Ad&d must go so well together with Warhammer world anyway. I know I love both!
Glad you're liking it brother :)
I really needed this video. I am so indecisive when it comes to feats.
@4:55 just a small correction here. Oddly, actor doesn’t stack with proficiencies. Actor essentially gives you expertise in deception and performance. This means that it’s actually optimal to have no proficiencies in deception or performance and then just let this feat give you expertise.
The fact you give a TL:DR at the very beginning, rather than making us wait till the end so you can get those minutes watched, earns an automatic like and subscribe from me. 👏🏻
Tavern Brawler is very high in my list of best Feats.
I agree to some degree but it Would be more helpful if you gave us an example of best use case for the feat. Druid shapeshifter springs to mind, but maybe you have another use for it?
The best spellcaster feat imo is dual wielding. All the benefits of another staff while only losing 1 armour.
I just started playing and I have no idea what so ever what I'm doing so your videos help alot! Thanks.
I'm so going to try and incorporate polearm mastery and sentinel into my Pact of the Blade Warlock.
I made an Eldritch Knight that rocks war caster and mobile with spells like expeditious retreat (or advance) and Mirror Image to be fast and extremely hard to catch or hit. Feels like freedom during combat.
If you picked Wood Elf race and get Crusher's Ring from the Goblin Camp, those two with Mobility Feat will make you move nearly twice as far as any other race can. And as an EK, you can basically turn into a Champion by taking Spell Sniper and getting your Critical chance to 19-20, instead of just 20. Very versatile.
@@richardyoung3462 maybe next time, I made an edgelord Tiefling lol
YOU ARE NOT DOING MAX DAMUGE YOU WIMPY UTILITY SPELL PERESON!!!!
/obvious sarcasm
Took Athlete on my Thief Rogue at 4 to get that extra Dex and it's been pretty nice so far. Gets me that Dex bump to +4 and a few more benefits.
Actor gives you the full expertise bonus (+4) even if you don't have deception or performance previously, so it's actually optimal on a 17 charisma face character, who doesn't have those as proficiencies
Considering attacks miss so frequently, ability improvement seems mandatory.
how does that help with misses?
@@icespicefan4771 higher attack bonus= more chance to hit, boosted with strength or dexterity depending on the weapon type
@@icespicefan4771ability is very good. But you can get 17 by default. Upgrade it once and the find an item that gives 2 more and you are maxed out. Have been able to do this on multiple chars. And I only have 2 saves reaching lvl 8
Depends. After the first asi selection at level 4 you should be sitting at 18 or at the lowest 16 with your primary casting/attacking stat. That’s more then enough to delay the second asi for a game changing feat of your choice. Keep in mind that your modifiers literally only affect the attack roll by 1 point for every 2 put in to it. Meaning at 20 you add 5 to any attack roll. If an enemy has an armor class of 30 (which they very much start to have if buffed by other enemies) you still can’t hit them with that stat line unless you have weapons that have enchantment levels and buffs such as bless (or rolling a nat 20)
I currently have lae zell sitting at 26 armor class when buffed with shield of faith and she can cast mirror image on herself to pump the armor class to over 30 creating the scenario I described above where enemies literally can’t hit her outside of a crit. So don’t put so much weight on trying to cap out ability score. It’s not as mathematically impactful after the first feat as it seems.
Also ability scores can do nothing about a critical miss. If you roll a 1 all calculations are thrown out and you simply miss no matter what.
Sharpshooter you CAN toggle btw.
I really love the heavy Armor master on laezel actually. Picked it on lvl 4 to get str to 18 and use a heavy Armor. Once you craft that insane heavy Armor in the adamantine forge she can actually tank pretty much everything while using a heavy 2h-Weapon.
Since we are playing as 3 casters and only 1 melee that is great. Laezel is by far our strongest character in many situations and that's a major reason why. Her damage is as good as it could be, since she is a fighter with 20 Str, but she is still extremely tanky and can take pretty much everything enemies throw at her. She actually killed that forge boss in 3 turns(!) Without using the environment and even having to swap weapons in the first turn while being 2 levels below it. She took just one single hit in that fight.
If you want more than 3 Feats, Play a Fighter, they get more than feats than any other class.
I think rouges also get an extra feat at level 10.
And here i was picking my feats to fit my roleplay of my Dark Urge Tiefling warlock being literaly Satan. Lucky cuz i need the devil's luck, Performer cuz i need to rock that Violin and Magic initiate: Bard cuz i want vicious mockery and whispers. Did i mention i can also summon a trident out of thin air :P
If you're a caster class like Sorc or Cleric War Caster is very important since many level 5 and 6 spells require concentration. So you can either take Lucky or raise your primary ability at level 4 and take War Caster at level 8 when the concentration heavy spells start rolling in.
IMO Resilient (Constitution) is better for this scenario, plus there is gear which gives advantage on concentration saves.
Sentinel + Polearm Master sounds like an awesome combo, want to try that out
My hexblade warlock with polearm master, sentinel, darkness, and Devil's sight is a terror.
Tavern Brawler always had a +1 to STR or CON attached to it in 5e. It's the rest of the feat that's changed in BG3.
Athlete is the best all around feat by far imo, you can essentially double or more your movement per turn.
Karlach has been wrecking everyone with that feat. Kills one enemy and then leaps to the next one. It's so good!
@@BuckysKnifeFlip yup same here, with the tiger aspect the jumps can go even further and you get the aoe attacks. It’s a fun combo.
Lae’zel athlete with the psionic jump is like a 38m jump lol
I'd disagree on the value of rhe feat increasing healing from short rests (Durable). You get so many healing potions to cover the need for out of combat recovery, it's probably not a good idea to spend one of only three feats on.
In fairness,it has a use early on. Put it on a fighter or barbarian or any other tank so you can stockpile the potions early game. Since you can respec, you can swap onve this tech becomes less useful, which doesnt seem to take long.
Respec kinda changes the game. I personally resist using it, as I like my characters to be a "pure" kind of concept. My dragonborne monk is a dragonborne monk and I dont plan to change that. Unsure if ill even multi class her
@@hellfrozenphoenix13 I agree with that, and want to stick to my choices, but I also just don´t want to regret picking a feat I have no use for.
@@johnyshadow this is also fair. For me, its purely a personal choice. There is no shame in using the systems the game have buult in to make you enjoy the game more! Respec if something doesnt fit.
Yeah i'm also not a fan of this.
Very rarely are you going to be on extreme low hp when you short rest. If you decide to short rest when on 30% hp this feat only gives you 20% extra healing.
It's a feat that looks really good on paper cause it "doubles" your healing but in reality it's rarely going to do that much
Act 3, I'm actually struggling to find health potions.
1. Tough (Basically a +2 into CON)
2. Sharpshooter/GWF
3. Sentinel/Polearm Master
4. Lucky
Heavy armor master is very good early game if you're a shield heavy armor strength fighter and start with 17 strength. However it does mean you're probably better off doing a respec afeter level 10 as as the damage reduction isn't as significant. 3 damage is a big deal when you're taking 6 or 9 damage total but when you get hit for 20 damage each turn 3 is meaningless. And most attacks by then aren't mundane damage anyway.
Spell sniper is bugged and does not work at all
Don't pick it until it's fixed.
Ritual caster is busted in this ruleset because you can pick non concentration, until long rest spells like longstrider and then you get +3 meters of movement speed to your whole party permanently for free, you just have to remember to cast it each long rest. If you wanna min max more, you can give it to a party member caster you don't use and just swap them in each rest, cast the buffs, pull them out and the buffs stay. That's a lot of hassle to go through each long rest tho.
Just want to add that whatever cantrip you pick for spell sniper, you will have the option of picking what ability to use when you cast it, so I have eldritch blast on my druid, and it casts from wisdom, not charisma.
Also, the magic initiate feats doesn't necessary need you to focus on their prime spellcasting ability, since you can just pick spells that are useful for you but doesn't require rolls, such as find familiar for scouting.
This also applies to ritual caster, you ideally want to pick it just to have utility spells on someone that doesn't normally get them.
You can have a plain fighter that gets a familiar and the speak with dead ritual, for example. Or the jump spell, to easily scale walls and cliffs to get to better ambush positions.
The options are many, and the only thing that annoys me is that detect thoughts isn't on the list.
How do you do that, pick the applicable ability?
i love your TLDR at the start of your videos, so good.
Another very good video, fantastic explanations!
I just checked, and savage attacker does work with thrown weapons. I have no idea how good this would be, and the order of levels/feats could probably be optimized, but here is a potential YEET build:
17str, 16 con, then whatever else you want
First 5 levels are fighter. Eldritch Knight for the bound weapon and tavern brawler (+1str) for your feat. You can now throw your bound weapon twice per turn with extra damage.
Next 4 levels are barbarian. Go berserker and get +2str. Now you can throw your weapon a third time per turn as a bonus action (as long as you are raging) and each throw has +10 to attack and dmg because your str modifier is +5.
Fighter for the rest. Get savage attacker at fighter 6 to do even more damage and whatever feat you want for the last one (idk if getting 2 levels in another class would be worth it, but maybe).
To add to this in act 1 there is a ring that adds 2 acid damage to weapon attacks (works with throwing), a ring that adds 1d4 to throw damage, and gloves that add 1d4 to throw damage. With everything else above and assuming nothing better in later acts (which there probably will be), that is 42-60 damage each round on top of the actual weapon damage 3 times each round by level 9, with savage attacker at level 10.
To get 3 feats, you would have to take the last 3 levels in fighter. You get a feat when you put 4 levels in a class, and then another feat for every additional 4 levels in that class. If you spend 5 levels in fighter, then 3 in thief, you will only get one feat. Since you put 5 levels in fighter for Eldritch Knight, then you must spend 3 more levels in fighter to get your 3rd feat
@@kaythough9604 fighters get an additional feat at level 6. The feats are fighter 4, barb 4 (char 9), fighter 6 (char 10), fighter 8 (char 12)
@@kaythough9604 also i think you mixed up my comment with someone else's? I didnt mention 3 in thief anywhere. I said maybe 2 in another class (pal for example) instead of the last 2 in fighter
Resilient for con is about as good as war caster for maintaining concentration. Advantage gives you on average +4.5 on whatever you are rolling while getting +1 to con and proficiency in the save could get you more hp and the same "modifier". If warcaster worked like in 5e where you can cast any spell as the reaction and gain proficiency with shields it would be an easier choice.
Resilient : Wisdom is really really good to have on your player character if his base class doesn't have proficiency on Wisdom saving throws as anything and everything tadpole related is Wisdom based.
Doesn't have a ton of combat practicality unless you multiclass into Druid/Ranger/Cleric but tbh even if you don't, shaping a lot of situations however you want through RP can affect combat a lot.
I feel a lot of ppeople willl sleep on this.
Great video, thanks as always for the bg3 content!
Melee get savage attacker and maybe sentinel.
Magic initiate "X" if your build needs an unavailable spell. Choose one with a compatible Ability modifier.
Ability improvement for all other feats. Get stats to 12, 14, 16, 18, or 20 for +1-5 bonuses.
I also recommend getting a lv12 Fighter and a Cleric/Fighter at lv6/6 or 4/8.
athlete on a melee character is amazing for the movement that you get from the jumping, whenever i get caught in a fight that i hadn't set up for properly i can always count on Karlach to jump across the battlefield and turn the pesky caster into a smear on the pavement before he gets a spell off
I just give her the boots of speed does the same thing and saves me a feat also you should be hasting your melee peeps so they are going to be able to run around the map anyway. Hasted Barb can solo the entire game.
That's my fuckin character in the thumbnail. Drow, that hair, that hat, that armor. I was shook
Frontloading information is a god tier move. Thank you
Ditch War Caster. Resilient for CON is way better. Gives you advantage on ALL CON saves, including concentration. Just roll an odd CON (say 15) and pick resilient CON for +1 stat and advantage.
Quick story: in tabletop I usually believe 18 in a casting stat is enough. One time I went for 20 and my Bard had to roll an important Persuasion check. I rolled low but still 15 with all added up, success. GM later told me out of game I had just matched the DC.
Don't know if it's a bug, but savage attacks also works on smites, so even better on a paladin as you get the better rolls for both your weapon and smite damage. Absolutely disgusting damage when comboed with great weapon master and that tadpole power that lets you turn a regular hit into a guaranteed crit.
In the PHB, it only works once per turn, not every attack, and for melee weapon attacks only, so way more powerful here.
Karlach in my game is a dual wielder, and does insane damage. She has a ring that adds 2 acid to every attack, and gloves that make offhand do full ability modifier.
This is such a great channel. I love your “play as you want” attitude.
I’d argue the only “wrong” way to play D&D is to intentionally try to mathematically make the best possible character, and hardcore min max.
That’s not to say you shouldn’t pick advantageous things that would benefit the character you are trying to make-people in real life try to compliment their strengths and cover or mitigate their weaknesses.
But when you have a player who is only picking a race, class, stat, item, and feat combo SOLELY to be as game efficient as possible, deliberately multi classing only for optimal game reasons, even if that character doesn’t make sense and is approaching godlike in game-eh that’s where I’d say (my opinion) that you “failed” at D&D.
Cuz it’s not a MMO lol. Your character flaws/weaknesses and bad rolls can lead to incredible moments. Making a 20/20 stat character who’s at least good at basically everything and deadly good at several specific things just isn’t interesting.
You play (again imho) to overcome and mitigate the dice-not to make them irrelevant lol.
@@eclipsingshadows5421very much agree with this. I try to make myself stick with the dice roll and work with whatever the result is and I gotta say, although I do get the itch to reload a save, it's way more enjoyable to commit to roleplaying and see if you can figure out a way to make it work. I've only played dnd a couple of times but I try to make my playthrough feel close to what ttrpg is supposed to be and this way I get a pretty similar feeling
Ritual casting on my lvl 4 sorc is clutch since it opens a lot of content with speak to animals/dead without needing to burn precious spell slots 👍
Magic items or I just make Gale my utility caster
You get an amulet of talk with dead early on were you get Withers so would not pick that one. I went with the triple jump distance and movement increasing rituals. Saves a lot on spell slots and encourages exploration since I don’t need to hold back on casting the jump spell.
Contrary to the video, Savage Attacker does NOT seem to work with ranged attacks, it's merely worded poorly. Nor does it work with Sneak Attack, although it does work with Smite, which I think should be addressed one way or the other.
Also, if I'm not mistaken, Elemental Adept does NOT prevent rolling a 1 on Attack Rolls, it prevents rolling a 1 on Damage Rolls for spells of that element. Another case of poor wordage.
interestingly, savage attacker DOES work with thrown weapons
As far as the elemental adept. It’s not really poorly worded. Because 90% of spells don’t actually have attack rolls to begin with.
So that's a deviation from 5e? It's not supposed to reroll all your smite dice is it?!
@@Aaatxe Been a long time since I've played TT, but no, I don't believe it's suppose to apply to Smite.
Do you statistically test this or is it based on the combat log?
If I'm not mistaken, combat log can be wrong too
Mage slayer would be really good in a campaign with lots of spellcasters, like the one in NWN2: Mask of the Betrayer where the main character fights through a Thayyan Red Wizard academy, but not so much in single player BG3. You might get more use out of it if you're doing co-op and coordinating your build with the other players.
a surprising good general feat is athlete as the increase to your jump massively increases your movement to put it simply my fighter has a 25 meter jump distance allowing we to go like 40 meters a round and still attack also allows you to quickly jump into combat threatening multiple enemies in one action.
I gave LaeZel ‘Riposte’ and it’s so satisfying to see her smack the hell out of fools that miss
Bro said superset “I’m such a gym bro” INSTANT FOLLOW
One thing worth noting, is if you only want to focus on getting one stat up, it can only go to 20 from Feats.
So, assuming you got it to 17 in character select, you only need 3 points, meaning you can take Ability Improvement for one of your Feats for the 2 points and a Feat that gives you a bonus point in the stat you want to improve. Can't find a feat you want for the stat you want to improve? ~ ~ ~ ~ Take Resiliant. ~ ~ ~ ~
Resiliant gives you 1 point in any Stat you want and gives you the nice generic bonus of improving your saving throws in that stat as well.
It's usually better to find a Feat that corresponds to that stat you like, but if you can't and still want to get 20 on one stat without a big focus on your other stats, then Resiliant is a pretty great backup Feat.
Medium Armor Master is situational to say the least, but can work well for more melee oriented Rogue's and Ranger's.
Depending on your choices if you are in Act II and need a Character to wield Moonlantern you could give that Character Strength and Dual-Wielder so they get attack with the Moonlantern even though it is not the best weapon but protects yours party from Shades.
I opened the lantern and got permanent dark immunity :)
Great Weapon Master is Amazing for barbarians thanks to Reckless attack and the many ways this game has to boost hit chance (potions, spells, etc)
If you have an odd constitution score, and are a class that doesn’t have proficiency in Constitution saves (sorry sorcerers) - I would say that Resilient: Constitution is better than War Caster.
Proficiency bonus is added to Con saves AND being able to bump HP if you go, say, from 13 to 14 is really appreciated. Advantage is an effective +5, but with Resilient Con, you get extra HP plus a decent boost to saves.
Both are good, it’s just a question of preferring advantage (mechanically equal to +5) to concentration checks, or getting +2 to +4 (depending on your level), potentially additional HP, and a bonus to ALL Constitution saves, not just concentration checks.
Best candidates in my opinion are Warlocks, especially since BG3 changed Hex to last until your next long rest or until concentration breaks. Clerics are another fantastic option to keep things like Bless active longer.
My swords bard makes use the oil of bane to become a very strong debuff machine. Uses oil of bane with the melody of phalar aluve to give enemies a debuff of 2d4 to all saves. My caster party then does their thing not to mention my bard took spirit guardians as a magical secrets so debuffing all the enemies i hit and melting them with spirit guardians
Bards are so much fun and I did lucky with it. Combat bard with some really strong AOE CC spells to make my teammates DPS easier to output. my brother chose a monk and we usually change between Karlach and Gale as the 4th and of course every party needs a healer in Shadowheart. This has been such a fun game so far but we have been taking our time and doing everything we can we explored all the underdark then went back and started up the mountain pass and I gotta say the mountain pass is no joke.
Orc Fighter/Barb, Great Weapon Master, Savage Attacks, Polearm Master
13:59 LOL that's exactly how I'm treating the entire game. Min maxing and meta chasing ruined so many games for me, I decided to go into BG3 completely blind and just pick what I think I'll like. And the system is very forgiving anyway, if it sounded good on paper but wasn't as fun in practice, I just got to Withers and respec.
BG3 is my first introduction to D&D in general, so it's been kind of a steep learning curve. But through trial and error I found what works for me and what doesn't, and more importantly what is fun and what feels rewarding/satisfying. Currently level 8, and having so much more fun with this playstyle, than I otherwise would if I spent half my time reading maxroll instead of playing the game. Videos like this are alright in my book, because they don't tell what I should do and how I should build my character, but just inform me on the effects of different options, so I can make my own educated decision.
Savage attacker is melee only, does not affect ranged weapons..
Sharpshooter can be toggled on/off.
Magic initiate feels very limited in choices because the scaling ability (attribute) is often not your primary one, so you get no improvement to DC etc.
Tavern Brawler is extremely broken for monks, very good for berserker barbarians (throwing) and okay for druids (it is partially bugged for wild shapes, giving only attack bonus).
If you do not have access to Enhanced Leap & Farstrider then Ritual Caster feat is incredibly strong, giving you access to some of the best buffs that are always free when cast out of combat.
I have asterion on my team as assassin with sharpshooter and im really liking it
Tavern brawler is king when you sneak out and do throw surprises. 50-60 sneaking damage even 100 is possible from a far