Optimizing Every Companion in Baldur's Gate 3 (Part 1)
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Summary
If you're keen on optimizing every companion in Baldur's Gate 3 to be both powerful and true to their story, this video by D4: D&D Deep Dive is your go-to guide! Colby, the host, takes viewers through a detailed analysis and build paths for several characters, ensuring they remain thematically consistent while maximizing their potential. The video focuses on staying true to the characters' backgrounds, making strategic class and subclass choices while avoiding spoilers through visual cues. This first part covers an elaborate plan on enhancing characters like Shadowheart and Karlak, with the promise of more in the coming sequel.
Highlights
Shadowheart as a tempest cleric harnesses the storm for powerful thematic relevance. 🌩️
Karlak's build as a Barbarian focused on rage and throwing weapons for max damage. 🪓
Will's warlock build using Darkness for strategic advantage in combat. 🌑
Use of the 'wet' condition to amplify damage output in battle scenarios. 💧
Colby's engaging style keeps viewers informed and entertained throughout the guide. 📢
A strategic breakdown of companions' roles in BG3's dynamic landscape. 🗺️
Key Takeaways
Learn how to optimize your Baldur's Gate 3 companions while staying true to their story arcs. 🎮
Discover special tricks to Respec companions and enhance their abilities powerfully. 🔧
Find out how Tavern Brawler and other feats can turn your companions into powerhouse characters. 💪
Understand the significance of using the 'wet' condition to double cold and lightning damage. ⚡️
Exciting builds for characters like Shadowheart, Karlak, and Will are revealed. 🤩
Key focus on maintaining character integrity while boosting performance. 🛡️
Overview
Colby from D4: D&D Deep Dive kicks off this deep dive into optimizing companions in Baldur's Gate 3 with fun and engaging game builds that respect the characters' stories while upping their game mechanics. This episode explores strategic methods for Respec and class adjustments that keep companion characters true to their origins and enhance their gameplay roles.
In this first part, Colby shares various build paths beginning with Shadowheart who becomes an electrifying Tempest Cleric. He maneuvers through her stat adjustments, class features, and combat roles, ensuring a build that respects her deity's thematic elements while maximizing her combat effectiveness with powerful spells and abilities.
Following that, Karlak's transformation into a brutal Berserker Barbarian is unveiled, along with details on leveraging her fiery personality into combat strategy. The video also presents Will's cunning use of darkness through his Warlock build, showcasing the versatility and strength of thematic builds within the game.
Chapters
00:00 - 00:30: Introduction to Respeccing Companions The chapter introduces the concept of respeccing companions in Baldur's Gate 3 to optimize them without losing their thematic essence. It promises a blend of power and thematic alignment for character builds, inviting viewers to join in exploring these strategies.
00:30 - 01:00: Purpose and Approach to Builds This chapter explores the purpose and approach to creating character builds in role-playing games, with a focus on Dungeons and Dragons and Baldur's Gate. The author enjoys theorycrafting about character builds, analyzing numbers not to dictate the right or best way to play but to explore potential ways to make characters both enjoyable and powerful to play. The chapter aims to offer tips and ideas for those who enjoy creating characters as much as playing the games themselves.
01:00 - 01:30: Invitation to Join as Channel Member In this chapter titled 'Invitation to Join as Channel Member', the host, Colby, invites viewers to become channel members for a nominal fee. Colby shares that membership will provide access to written, step-by-step guides for recreating characters featured on the channel. This offer is portrayed as a convenient alternative to re-watching videos or taking notes, inviting viewers who are interested in these guides to join by clicking the 'join' button.
01:30 - 02:00: Acknowledgments and Support Methods This chapter focuses on the acknowledgments and support methods for the creator's channel. The creator expresses gratitude towards the channel members for their support, as well as appreciation for all viewers who engage with the content by watching, liking, subscribing, commenting, and using notifications. These actions are highlighted as essential ways to support the channel and its initiatives.
02:00 - 02:30: Companion Build Philosophy The chapter addresses the idea of creating optimized builds for NPC companions in a way that stays true to their original story and concept. It acknowledges the temptation to drastically change characters, such as turning a character into a burst damage sorcerer, but notes that such changes can feel out of place or jarring given the character's intended role or personality.
02:30 - 03:00: Challenges in Optimizing Companions The chapter falls under the theme of character optimization in relation to narrative fidelity in a game. It introduces a video where the speaker aims to enhance the mechanical strength of game companions while adhering to their original storylines and backgrounds. Specifically, the speaker intends to 'respec' a character named Shadowheart, who nostalgically reflects on her past with the goddess Shar, transitioning from a light cleric role. The speaker sets constraints to ensure each companion retains at least the same number of levels in their initial class, balancing narrative integrity with gameplay efficiency.
03:00 - 03:30: Spoiler Alert Mechanics The chapter "Spoiler Alert Mechanics" discusses the nuances involved in changing the subclass of a character. It emphasizes that while changes can be made, they should not stray too far from the character's original identity and background. The decision-making process around this can be subjective, and while some deviations from the original path may occur, the author invites readers to accept differences in opinion. Specifically, the note mentions that initial subclasses, particularly the trickery domain, might not always be adhered to if they do not serve the character well.
03:30 - 04:00: Using Builds for Player Characters The chapter discusses the importance of being cautious about spoilers when having conversations about a character's story. To address this, the video will switch to black and white with a 'spoilers' text whenever potential spoilers are discussed. Once the spoiler territory is passed, the video will return to normal, allowing viewers to mute and unmute as needed to avoid spoilers.
04:00 - 04:30: Companion Focus of the Video This chapter discusses the flexibility and applicability of character builds in a game, specifically focusing on 'companion' characters. The speaker assures that the builds designed for companions can also be effectively used for players' own characters. There's a mention of a specific build, the 'swords bar pact of the blade warlock,' which will be elaborated on. The speaker emphasizes that the upcoming build presentations can suit both companions and player characters, and ends with a promise to share more on the topic.
04:30 - 05:00: Two-Part Video Announcement The chapter discusses the plan to create game builds for six original companion characters. The narrator acknowledges the presence of other potentially recruitable characters that can be picked based on in-game conversations and quests undertaken. Mild spoilers are mentioned about the potential to recruit characters like Housein, Johera, Minsk, and Mentara. The narrator admits to having killed Mentara and failed to complete Housein's Quest before progressing too far into Act 2. Due to similar experiences for many players, the focus is solely on the main six companion characters.
05:00 - 05:30: Sponsorship by Obvious Mimic The chapter titled 'Sponsorship by Obvious Mimic' discusses the challenges faced by the author in producing content related to multiple builds. The author expresses discomfort in trying to consolidate six detailed builds into a single video, hence the decision to split the content into two separate parts. This approach allows for thorough explanations and reasoning behind each build, ensuring quality content without producing an overly lengthy video. The second part of the series is scheduled for release in the following week, catering to the audience's understanding and appreciation of detailed content.
05:30 - 06:00: Shadowheart Build Discussion The chapter discusses the challenges of creating long-format YouTube content, specifically a 90-minute video, and its impact on the creator's work-life balance. Despite the difficulties, the creator expresses gratitude for audience understanding and introduces the topic of optimizing companions in Baldur's Gate 3, starting with a sponsor message from Obvious Mimic.
06:00 - 06:30: Weather Manipulation and Cleric Levels The chapter introduces a solution for those who love playing Dungeons and Dragons (D&D) but often face cancellations or lack of a group to play with. It discusses the concept of being a 'forever Dungeon Master (DM),' a term used for someone who often ends up organizing and moderating D&D games but might not get to play as a character themselves. The chapter suggests solo adventures as a viable alternative, specifically mentioning 'Obvious Mimic,' a creator of D&D 5e solo adventures. These solo adventures are positioned as a way to enjoy the game without needing a group, catering to newcomers from games like Baldur's Gate or those curious about trying D&D but without a committed group. This offers a flexible solution for players to engage with D&D despite scheduling conflicts or lack of available players.
06:30 - 07:00: Chromatic Orb and Class Dipping The chapter discusses a game called 'The Wolves of Langston', which is a murder mystery solo adventure by Obvious Mimic. Previously mentioned in a sponsored video, this game was praised for its cool experience. There is now a sequel called 'The Crystals of Zeleph', which has been successfully funded through Kickstarter. This sequel is now available for pre-order and offers a classic adventure theme centered around exploration, discovery, and survival as players uncover its mysteries.
07:00 - 07:30: Wizard Benefits and Future Spell Casting The chapter discusses the experiences in a hidden city within an interactive story designed to mimic tabletop gameplay like Dungeons & Dragons (DND). In this scenario, decisions have real consequences, and players engage in actions like fighting monsters, casting spells, and finding treasures. Players can gain experience, level up, and acquire loot, which, if agreed upon by a Dungeon Master (DM), might even be used in an actual DND campaign.
07:30 - 08:00: Cleric Levels and Call Lightning Potential This chapter discusses the benefits of playing a tabletop game, focusing on character rebuilds. The speaker mentions a sponsor, Obvious Mimic, and provides a URL where the game can be accessed. They emphasize that using their discount code 'Colby' at checkout will grant a $5 discount on the Wolves of Langston, noting that such a personalized code is appreciated over typical discount codes provided by sponsors.
08:00 - 08:30: Continuing with Cleric and Tempest Spells The chapter discusses the crystals of Zeleph and the popularity of pre-orders, mentioning appreciation for the contributions of Obvious Mimic. It then transitions into game builds, focusing on the character Shadowheart, referred to as a 'goth princess'. The narrative emphasizes that among characters, Shadowheart is highly sensitive to subclass changes, which contrasts with characters like Gail whose identity remains largely unaffected by changes in his subclass.
08:30 - 09:00: Respecting into Light Cleric Option The chapter discusses the challenges of diverging from traditional clerical paths due to their specific deities and domains. It particularly critiques the trickery domain as being less effective, despite having some advantages like bonuses to stealth and creating illusory duplicates.
09:00 - 09:30: Choosing Between Sorcerer and Wizard The chapter discusses the gameplay dynamics between choosing a Sorcerer and a Wizard in a particular game setting. The speaker shares their insights on cleric subclasses and their experiences, particularly with the light cleric build. They mention a specific build referenced in a previous video, VG3 builds video number four, emphasizing its effectiveness and the conditions under which it could be a favorable option. Additionally, there is a hint about potential storyline developments or character transformations specific to the end of act two, where the character could be reconfigured into a light cleric.
09:30 - 10:00: Karlak Barbarian Build Introduction The chapter introduces the concept of creating a 'Karlak Barbarian' build, referencing decisions made from a 'Redemption Arc' perspective. It suggests that players who make 'good girl' decisions should respect the build into a light AOE cleric instead of sticking with a trickery cleric, which is deemed less effective. The discussion revolves around maintaining character consistency with Shadow heart while optimizing gameplay.
10:00 - 10:30: Starting as a Barbarian and Raging Thrower Concept The chapter discusses the concept of channeling anger and storm-like energy as a Tempest Cleric, with the suggestion of integrating this with the deity Char. The author suggests that this approach is more fitting than other character options, primarily due to the potential for substantial damage output. The build presented has similarities with a previous "Wrath of the Storm" build but also features significant differences.
10:30 - 11:00: Reckless Attack and Thrown Weapon Strategy This chapter discusses the strategy of integrating a cleric build focusing on both burst and sustained damage, especially in the context of balancing the Reckless Attack and Thrown Weapon Strategy. It suggests that although the build is initially focused on burst damage, it should be transitioned to incorporate better sustained damage over time. This is recommended in the early stages of the game, such as at level one, emphasizing the importance of restructuring stats through a character called Withers for optimal performance.
11:00 - 11:30: Berserker and Frenzied Rage Mechanics This chapter discusses the mechanics of playing as a Berserker and managing Frenzied Rage in the game. It humorously critiques the game designers for giving companion characters odd-numbered starting stats, making it almost necessary for players to respecialize them. The chapter explains the benefits of choosing the Tempest subclass for clerics, specifically highlighting the advantage of gaining heavy armor proficiency, which reduces the need to invest in dexterity.
11:30 - 12:00: Enraged Throw Benefits and Tavern Brawler Feat In this chapter, the benefits of the Enraged Throw and the Tavern Brawler feat are discussed in the context of a Tempest Cleric build. As a Tempest Cleric, a player gains access to the Wrath of the Storm ability, allowing them to return damage to an enemy when attacked, using their reaction. This chapter also highlights the spells available to Tempest Clerics, such as Thunder Wave and Fog Cloud, which are granted for free. The importance of other key level one cleric spells like Guidance for buffs, Healing Word for healing, and Create or Destroy Water for utility is emphasized.
12:00 - 12:30: Rogue Multiclassing for Additional Benefits This chapter discusses the strategic benefits of multiclassing a Rogue in the game Baldur's Gate 3 (BG3). It highlights the advantage of using the 'wet' condition to enhance damage dealt by cold and lightning spells, as affected creatures become vulnerable, taking double damage. The chapter mentions methods for applying the 'wet' condition, such as throwing a bottle of water or using the 'Create Water' spell to create a puddle affecting multiple enemies. It's noted that casting this spell won't agitate non-hostile enemies.
12:30 - 13:00: Thief Subclass and Enhanced Throwing The chapter discusses strategies for setting up combat and utilizing the 'Create Water' spell effectively in hostile situations. It suggests the method of going into turn-based mode to cast spells such as 'Create Water' before initiating combat, particularly when expecting to encounter enemies vulnerable to cold or lightning damage. The challenge of using 'Create Water' against already hostile enemies is highlighted since casting this spell can be difficult without triggering combat. A suggested tactic to overcome this challenge is hiding around corners or behind pillars to position oneself advantageously before starting the encounter.
13:00 - 13:30: Further Class Options Beyond Thief Chapter discusses advanced class options in RPGs beyond the basic 'Thief' class, focusing on tactical combat strategies.
13:30 - 14:00: Wyll Build Overview and Warlock Path The chapter provides an overview of Wyll's build focusing on maximizing burst damage through specific abilities and conditions. Utilizing the Warlock path, it highlights the strategic advantage of leveraging destructive wrath with lightning or thunder spells to maximize damage output, particularly when enemies are affected by wet conditions. By combining this with storm sorcerer levels, players can access Quicken Spell allowing for strategic bonuses such as using 'create water' more effectively. This combination significantly enhances damage potential compared to average spell rolls, making it a powerful tactic especially at level 3.
14:00 - 14:30: Devil's Sight and Darkness Spell Use In this chapter, the focus is on utilizing 'Devil's Sight' and the 'Darkness' spell effectively in a role-playing game context. The strategy involves using a combination of spells to maximize damage output. One suggested tactic is to use an action followed by a lightning spell in a single round for a significant burst of damage. If the enemy is already wet, the player can cast two lightning-based spells in one turn for increased effectiveness. There is also a discussion about adjusting a character build, specifically for the character Shadow Heart. The narrator explains their choice to maintain the character primarily as a cleric and not invest too deeply into another class, such as a sorcerer, which would require changing the character's attribute focus to Charisma. This decision is explained as a desire to keep the character's identity and play style consistent with their cleric role, despite the tempting benefits of gaining the 'Lightning Bolt' spell.
14:30 - 15:00: Combining Warlock and Bard for Theme and Function This chapter explores the strategic advantages of combining Warlock and Bard classes in a tabletop RPG setting. It emphasizes the importance of using intelligence as the main stat, rather than wisdom, which is typically associated with clerical roles. The chapter also highlights a strategy to easily wet enemies before combat without initiating combat. This can be done through using an ally to toss a bottle of water, which aligns with the overall build strategy, providing substantial mechanical benefits and optimizing spell usage without the need for Quickened Spell, a common sorcerer technique.
15:00 - 15:30: Bard Abilities and Synergy with Warlock The chapter discusses optimizing the synergies between Bard and Warlock classes in Dungeons & Dragons, focusing on maximizing damage output using lightning spells. It addresses the lack of strong lightning spells for Clerics and suggests incorporating Chromatic Orb by taking a level in Wizard. The chapter also briefly touches upon the advantages and disadvantages of choosing Wizard over Sorcerer, primarily based on the availability and utility of spells like Quicken.
15:30 - 16:00: College of Swords and Flourish Options The chapter discusses the strategic build of a character, focused on combining features of a wizard with that of a warrior. It highlights the inclusion of the 'Chromatic Orb' spell and the importance of 'Destructive Wrath.' The narrative reflects on the character Shadow Heart's personality traits, noting her lack of charisma but strong intelligence and cerebral qualities. Instead of choosing sorcerer abilities, the character takes a level in wizard to gain access to wizard spells, cantrips, and 'Arcane Recovery,' enhancing their strategic capabilities by recovering spell slots.
16:00 - 16:30: Continuing Bard Levels for Additional Features The chapter discusses the importance of selecting the right spells while leveling up as a Bard, specifically highlighting 'Chromatic Orb' as a crucial level 1 spell. This spell, when chosen with lightning damage, has strategic advantages. It electrifies the ground and any water bodies nearby, creating an electrocuted condition for enemies standing in the area. This effect deals additional lightning damage every round for a few rounds and knocks back enemies attempting to enter the area. Additionally, using higher spell slots to upcast 'Chromatic Orb' enhances its effectiveness, offering Bards versatile combat strategies.
16:30 - 17:00: Conclusion and Preview for Part Two The conclusion of Part One discusses strategic advantages in spell-casting combinations, specifically through multi-classing different spell casters. It highlights a specific high-damage capability achievable at an early level, demonstrating the power potential in gameplay. The narrator also addresses audience comments on certain game strategies that seem overpowered or akin to cheating, expressing a reluctance to delve deeper into these tactics despite their popularity or suggested efficacy. This sets the stage for more complex discussions and strategies in Part Two.
17:00 - 17:30: Personal Reflection and Closing Thoughts In this chapter, the focus is on the mechanics of learning spells in the game when you take a level in Wizard. It is highlighted that, as of the recording, taking a single level in Wizard allows a character to permanently learn a wizard spell from a spell scroll of any level, provided they have spell slots of the appropriate level. An example given explains that while a character with a combination of cleric and wizard levels may not have second level spells inherently, finding a spell scroll, such as Misty Step, would permit them to learn and retain that spell. This nuanced ability provides strategic spellcasting advantages in gameplay.
17:30 - 18:00: Channel Updates and Technical Issues The chapter discusses channel updates and technical issues related to a game. The speaker hopes that a character named Lorraine will fix a particular issue in a future patch before the video release. The focus is on wizard spells, specifically chromatic orb, and the speaker advises returning to the cleric class for better spells and tempest cleric options. The narrator suggests keeping an eye out for wizard spells to add them permanently to the spellbook, and mentions the potential benefits of getting a second level of wizard for subclass acquisition.
Optimizing Every Companion in Baldur's Gate 3 (Part 1) Transcription
00:00 - 00:30 if you have been wanting to Respec and like
optimize every companion character in your Baldur's Gate 3 party but do it in a way that's
both really powerful but also feels on point for that character thematically then I think
you're gonna enjoy this video Welcome to D4 [Music] hey everybody so here at D4 every week I take a
deep dive into character builds for my favorite
00:30 - 01:00 role-playing games usually that means Dungeons
and Dragons lately we've had a healthy heaping of Baldur's Gate as well but I like to Theory craft
about character builds crunch numbers about them not so that I can tell you the right way or the
best way to play a certain character but just to explore one potential way to build something that
is both really fun but also really powerful to play so if you enjoy creating characters for your
role-playing games almost as much as you enjoy actually playing the game itself or if you're
just looking for tips or ideas on how to build
01:00 - 01:30 something that you're thinking about playing then
welcome home this is where you belong and I am so glad you're here so thank you for watching
my name is Colby really quick if you would be interested in getting a written step-by-step
guide to help you recreate these characters or any of the characters that I build on my channel
without having to go back and re-watch the video or take notes I'd appreciate it if you would
consider joining as a channel member there's a little button down there that says join for
just a couple of bucks a month you get access
01:30 - 02:00 to the library of write-ups that I create for
each one of these builds and it's just a nice way to lend some additional support to me and
to the channel huge shout out and thank you to all my channel members you guys are fantastic
I could not do this without you for everybody else you are also fantastic just watching liking
subscribing commenting clicking the notifications Bell these are also great ways to support the
channel and so I thank you for doing any and or all of them so yes as I mentioned at the beginning
of my last Baldur's Gate 3 video right over there
02:00 - 02:30 a lot of you have been asking me to do like an
optimized build for our NPC companions that feels like it's still true to their story and concept
I mean sure you could turn Carlock into a burst damage sorcerer if you wanted and actually I've
been guilty of doing that myself but that might feel a little off for who that can companion
character is like supposed to be right and I mean for some characters making even a fairly
mild change can be a little jarring I can't
02:30 - 03:00 imagine Shadow heart waxing nostalgic about
the glories of the dark Embrace of Shar after being respect to be a light cleric for example
as tempting as that may be and so that is the goal for this video respect those companions
to maximize their mechanical Power while doing my best to stay true to like their story and
background to that end I'm going to give myself these rules they have to have at least as many
levels in their original class as they do in
03:00 - 03:30 any other class and if we're going to change their
subclass it can't feel like too big of a departure from who they are and where they come from that
second rule admittedly will be a bit subjective I know and I might make some changes with some of
these characters that you think are like too far off their intended path I'm okay if we agree to
disagree but no I'm not not going to just commit necessarily to just using whatever their starting
subclass is because the trickery domain sucks
03:30 - 04:00 now having conversations about a character's
story might potentially get us into some spoiler territory so whenever I feel like I might be
flirting with even mild spoilers I'm going to change the video to black and white like this
and put up big floating text at the bottom that says spoilers like this once I'm done with any
spoiler territory we'll go back to normal and drop the text so you can just mute the video
and wait until we're done and then see when
04:00 - 04:30 we're finished cool let me also say this although
the builds that I'm doing here are geared towards our companion characters any and all of them
would absolutely work great as a build for your own player character people have been asking
me to do a swords bar pact of the blade warlock for example we'll get there today but sure you
could use that build that I'm going to present for either your companion or for your tab right
one last and important note I'm only going to
04:30 - 05:00 plan on doing builds for these 6 origin character
companions here I know there are others that you can potentially pick up depending on conversations
you have quests that you do namely mild spoilers give them a second to hit that mute button house
in johera Minsk and even menthara but I mean I killed mintara and actually failed to do houseen's
Quest before it was too late in act 2. and you know I'm sure a lot of us are in a similar boat
so I decided to just focus on the six that were
05:00 - 05:30 basically all going to have for sure and also this
is going to upset some of you six builds is a lot of builds I am just not comfortable trying to cram
all of that into a single video so yes sorry I'm actually splitting this one up into a two-parter
with part two coming out next week doing the builds the way I like to with proper explanation
and reasoning would just make for a super long video if I tried to cram all six into one and
while I appreciate that many maybe most of you
05:30 - 06:00 would have no problem with say a 90 minute video
the YouTube algorithm doesn't seem to like it as much and more importantly my own sanity and work
life balance would suffer drastically from trying to get all of that done in a single week so thank
you in advance for your patience and understanding okay Preamble done let's jump into Baldur's Gate 3
episode number five optimizing the companions part one but first I am thrilled to have obvious mimic
as a sponsor for the video yet again this week was
06:00 - 06:30 game night canceled are you the forever DM at your
table or do you just really want to test one of the characters that I've made on this channel in
an actual d d game maybe you're new to d d you've come to it from Baldur's Gate you're curious about
checking it out but you don't yet have anybody to play with well I've got some great news obvious
mimic makes DND 5e solo Adventures for anyone who wants to play more or play at all but might not
always have people to play with or maybe they they
06:30 - 07:00 could just use a break from people for that matter
the Wolves of Langston was obvious mimic's first murder mystery solo Adventure which I talked about
last time they sponsored a video a few months ago I played it it was so cool and now they have
just successfully kick-started their second it's called the crystals of zeleph and it is currently
available for pre-order the crystals of zeleth is a classic adventure of exploration Discovery and
survival where you uncover the mysteries of a
07:00 - 07:30 hidden city and hopefully Live to Tell the tale
take your own path through an interactive story designed to replicate tabletop gameplay where your
decisions have real consequences fight Monsters cast spells and find treasure just like in a DND
campaign that you're playing with your friends with an original story that has real Stakes you
make progress you gain experience level up you even gain loot that if your DM were okay with it
anyway you could potentially bring to your actual
07:30 - 08:00 tabletop game best of all yeah this would let
you play all those character rebuilds that as a viewer of my channel I know you've been dying to
take for a test drive so check out obvious mimic at this URL please that's how they will know
that I sent you I will put a link to that in the video description of course and also if
you use the discount code Colby at checkout oh man that's so sweet usually my sponsors
give me a D4 discount code this feels a lot more personal anyways say my name and you'll get
five bucks off either the Wolves of Langston or
08:00 - 08:30 the crystals of zeleph pre-order so nice so huge
thanks to obvious mimic I love what you guys are doing and let's jump into those builds I think we
ought to kick things off with everyone's favorite goth princess Shadow heart I think of all the
companions shadowheart might actually be like the most sensitive to subclass changes I mean I
don't think it makes a huge impact on who Gail is as a character if you make him an enchanter Wizard
or an abduration wizard instead of an evocation
08:30 - 09:00 wizard right but I guess mostly due to the nature
of certain domains and deities that they tend to worship it's tough to make too far of a departure
with cleric when they already have a specific God that they worship but the problem is like I said
trickery domain just isn't that good I mean you can make it work of course course and sure there
are some benefits to having bonuses to stealth and getting a little illusory duplicate to give
people some small advantages but I think we get
09:00 - 09:30 a lot more out of other cleric subclasses now I
think my favorite mostly cleric build for this game at least that I've come up with thus far is
the light cleric that I actually laid out in that last vg3 builds video number four but yeah again
that doesn't work all that well for a worshiper of char that said spoiler warning depending on how
things play out for her at the end of act two I think that you could totally respect her at that
point into light cleric and feel great about the
09:30 - 10:00 decision from my story and like Redemption Arc
perspective yeah so if you decided to make the good girl decision there like I did then I would
I think totally respecker into that light AOE cleric build that I did last time at that point
okay and spoilers so what is our best option we don't want to go light cleric or like a life
cleric to be a fantastic healer in order to stay true to Shadow heart's character but we don't
want to stay trickery because it's a lackluster
10:00 - 10:30 subclass here's what I would do respect her to
be the goddess of the storm I think channeling anger and pain the darkness of a thunderstorm as
a tempest cleric feels like a lot better fit for a follower of char than most other options and
Tempest cleric has a lot of potential for big damage so yes the build that I'm going to present
here does have a lot in common with the Wrath of the storm build that I did in my third Baldur's
Gate 3 video but there's some major differences
10:30 - 11:00 here that we need to incorporate in order to make
it work as a mostly cleric build for shadowhard generally it's going to move the build from
like a pure burst damage focused build to one with some decent burst damage potential but better
sustained damage too here's how at level one for our starting class yeah we're starting as clear
of course but then as soon as you meet Withers I would Respec her if for no other reason then to
clean up those terrible starting stats make sure
11:00 - 11:30 that you get her a 16 wisdom a 16 intelligence
and a 14 Constitution what's the deal with larian giving like every single companion character a
bunch of odd numbered stats to start off with it's like they're just begging you to respect
these characters as for the 16 intelligence I'll explain about that later at level 1 clerics
get their subclass and like I said we're going to change it to Tempest as a tempest cleric we
get heavy armor proficiency so we don't have to worry about our dexterity as much which is nice
eventually then be sure to grab the best heavy
11:30 - 12:00 armor possible and a shield not too worried about
weapons here as a tempest cleric we get Wrath of the storm it's a nice little way to like return
damage on an enemy attacker with our reaction and then we get cleric spells Tempest clerics get
Thunder Wave and fog Cloud for free both are decent spells but other than those I'd say just
go with the usual suspects here at level one but less one of the best Buffs in game guidance one
of the best utility spells in game healing word one of the best healing spells in game and then
most important of all create or destroy water
12:00 - 12:30 as a reminder in bg3 when a creature gets the
wet condition then cold and lightning damage is doubled against them they're vulnerable to it
right there are several ways to cause a creature to get wet throw a bottle of water at them or near
them for example but another great and easy way is via the create water spell it creates a nice
puddle of water that can get multiple enemies wet a couple of notes Here casting the spell
won't cause non-hostile enemies to suddenly
12:30 - 13:00 attack you so you can potentially set up combat
by going into turn based mode casting this waiting around and then opening combat with your cold or
lightning damage if you know that you're going to be fighting those enemies however if the enemy is
already hostile it might be tricky to get create water off without starting combat and thus wasting
your first turn because you've got to get pretty close here's one potential way around it hide
around a corner or behind a pillar or something
13:00 - 13:30 and then up cast the spell if need be the higher
level you cast it the bigger the area of water created this can potentially let you get enemies
wet without even starting combat and then you can Engage The Enemy with your lightning or cold spell
for double damage without wasting that first round at level 2 clerics get channel Divinity they get
one charge of Channel Divinity which resets on a short rest and they can use this to either turn
Undead right and make Undead enemies flee from you if they fail their save or as a tempest cleric
destructive wrath which is our bread and butter
13:30 - 14:00 burst damage ability letting us do full maximum
damage on a lightning or thunder spell instead of rolling for it that's huge especially if the enemy
is wet letting you do double Max damage it ends up being almost four times what you'd get on average
without destructive wrath and the wet condition now at level 3 original only for that wrath of the
storm build I went with storm sorcerer levels to get access to Quicken Spell among other things so
that we could throw out create water as a bonus
14:00 - 14:30 action and then follow up with a lightning spell
for big burst all in a single round or if the enemy was already wet casts two lightning-based
spells in a single turn I'm going to adjust the shadow heart version of the build for a couple of
reasons one I don't want to invest three levels into another class at least not right away since
I wanted to feel like mostly a cleric throughout and that build by the way that I did ended up
being mostly a sorcerer I kept going I wanted to get lightning bold but that was a five level
investment and it meant I was making Charisma my
14:30 - 15:00 main stat as opposed to wisdom and again that
doesn't feel very clericy or Shadow hearty but another reason that I felt like I ought to change
it for this build is because I've kind of learned that it tends to be a lot easier to get enemies
wet before combat begins without triggering combat like I've explained and or use an ally to toss a
bottle of water and will have a great build for an ally to be able to do that without sacrifice
facing much by the way so quick and spell didn't feel quite as necessary plus there are some
really nice mechanical benefits to getting more
15:00 - 15:30 cleric levels that said we don't currently have a
good lightning based damage spell and we want one remember wet doubles cold and lightning damage and
destructive wrath does Max damage on thunder and lightning so we've got to go with a lightning
spell to take advantage of both right and the best level one lightning based spell for damage
is chromatic orb so we need to dip into another class to get it because it's not available
to clerics but if we're not as worried about Quicken spell then I think instead of sorcerer I
would grab a level of wizard at this point to get
15:30 - 16:00 chromatic orb now that we've got destructive wrath
frankly Shadow heart has never felt particularly charismatic to me anyway I mean she can be pretty
prickly right there's a bit of a wall there but intelligent cerebral calculating for sure so
let's do a level of wizard here to get access to Chromatic orb instead of sorcerer thus as a wizard
one we would get Arcane recovery and that's a nice way to get some spell slots back and then yes
we get wizard spells we get cantrips level one
16:00 - 16:30 spells just make sure to grab chromatic orb which
we'll do as a level 1 spell 2d8 lightning damage or other damage types if we really wanted to
plus with lightning it will cause the ground and the entire puddle of water if you have one and
they're standing in it to become electrified for a couple of rounds meaning enemies that touch the
area get the electrocuted condition which deals a little lightning damage to them every round for a
couple of rounds plus it'll knock them back when they're first trying to enter the area so at this
level if we upcast chromatic orb as a second level
16:30 - 17:00 spell which we could do thanks to multi-classing
two full spell casters together right we've got second level spells if the enemy were wet and we
use destructive wrath we would hit for 48 damage on a single Target at level three not bad of
course arguably the best reason to take wizard here is because of this thing that a ton of you
have been commenting about in my videos I kind of feel like it's cheating so I haven't talked about
it thus far I kind of feel like learning is gonna
17:00 - 17:30 fix or patch this but it's worth mentioning at
the time of this recording at least if you take a single level of wizard then you can permanently
learn a wizard spell from a spell Scroll of any level so long as you have access to spell Slots of
the appropriate level right so for example right now we have second level spell slots but as a
cleric 2 Wizard one we don't have any second level spells well if you were to find a spell Scroll
of say Misty step you could learn that since it's a wizard spell and have permanent access to that
spell for the rest of the game this is definitely
17:30 - 18:00 not how it works in DND and like I say I'm willing
to bet that Lorraine is going to fix this in a future patch hopefully not before this video comes
out but if it's working as intended I mean keep your eye out for those juicy wizard spells tools
and get ready to scribe them into your Spellbook permanently hello a lightning bolt anyway once
we've got chromatic orb let's go back to cleric I think feel free to get a second level of wizard
to grab a subclass but I would rather get more and better cleric spells plus some good Tempest cleric
options if we're not going to be trying to beeline
18:00 - 18:30 for lightning bolt so as a cleric 3 we get second
level cleric spells Tempest clerics get shatter and gust of wind for free both situationally
useful some nice AOE damage on shatter and it's thunder so you could double it with destructive
wrath but it won't benefit from wet Beyond those free spells go for the usuals here aid for a nice
buff and heal lesser restoration for a little cure-all spiritual weapon if you need a weaponized
bonus action not bad at level 5 we would be a
18:30 - 19:00 cleric 4 and that means we get our first feat and
we are absolutely going to bump our wisdom to 18 to make our spells harder to resist and hit more
regularly at level 6 we would be a cleric five and that means we get destroy Undead this causes
turn Undead to also do for D6 damage in addition to trying to turn them right which is nice and
then we get third level cleric spells now Tempest clerics get sleet storm for free to make a big ice
patch and force casters to make a concentration
19:00 - 19:30 check which is nice but then best of all call
lightning this spell is typically only available to Druids and storm Sorcerers and is really
fantastic for this build I think I overlooked it when I was first creating this character
because in d d it's a good spell but it's not great but in bothers Gate 3 it's stronger and we
have things like the wet condition that doubles lightning damage so it's a really fantastic spell
it's great for both burst and sustain damage so
19:30 - 20:00 the spell requires concentration and then it calls
down a lightning bolt that affects creatures in a pretty small 2 meter or seven foot radius
it's big enough to hit two Targets if they're standing somewhat close together otherwise you're
probably just gonna be hitting one with it now that initial straight break does 3D 10 damage but
then again so long as you maintain concentration each round thereafter you can continue to call
another lightning bolt down for the same effect by just using your action to do so not spending
any more spell slots 3D 10 damage every turn at
20:00 - 20:30 the cost of Your Action and your concentration
is situationally decent but if you can easily get targets wet and now we're talking 6 d10
in an AOE every single round with a massive Wallop of 60 flat damage if you use destructive
wrath that's pretty fantastic now in DND when you upcast this spell the initial lightning bolt
does an extra d10 of damage for every level above third that you upcasted at but in Baldur's
Gate 3 it continues to do the increased amount of damage every single turn when you upcast it
as well yeah this spell is really good in this
20:30 - 21:00 game and especially for this build at level 7 we
would be a cleric 6 and that means we get to use Channel Divinity twice for short rest and this is
one of if not the biggest advantages that a mostly Tempest cleric has over say a storm sorcerer
or Tempest cleric being able to use destructive wrath twice per combat encounter assuming you're
taking short rests after each fight right that's some massive burst damage capabilities especially
when we're using a spell like call lightning that
21:00 - 21:30 we only have to use one single spell slot for
right tempus clerics also get Thunderbolt strike here which lets us push enemies up to 10 feet
when we do lightning or thunder damage that's a lot of fun it will be super useful a lot of times
in order to keep enemies at Bay or yeat them off cliffs or maybe back into your electrified water
etc etc at level eight we'd be a cleric seven and we get fourth level cleric spells tempus clerics
get ice storm and freedom of movement for free
21:30 - 22:00 ice storm is like sleet storm but it does cold and
bludgeoning damage in addition to making a big ice patch on the ground and freedom of movement is
a nice concentration-free buff that gets allies out of stunned and keeps them from being slowed
or restrained or paralyzed alright it is at or about this point in the game where I personally
would consider respecting Shadow heart into a light cleric depending on how things go for you
what decisions that you make but you don't have to regardless of the decisions that you make right
and if you don't sure at this point feel free to
22:00 - 22:30 grab some sorcerer levels so that you can Quicken
end twin spell or go back to wizard to get I think the evocation subclass so that you don't have
to worry about hurting your allies with your AOE spells we've probably found a scroll of lightning
bolt at this point or sure even just stick with cleric to pick up more and better cleric spells
and features any of those options are good ones and regardless you are going to love playing this
version of Shadow heart I have respect her to this
22:30 - 23:00 build in my game and it is so fun alright on to
the second build for the week carlak uh karlak my favorite companion it's too bad learning didn't
give her a little more story right because her personality is just the best she's so awesome
and I think for her star to burn brightest pun intended we need to just Channel her inner
Berserker Barbarian and let her wreck stuff and so to that end this is what I would consider to be
the ultimate karlak Barbarian Build at level one
23:00 - 23:30 starting class Barbarian then let's respect those
ability scores to a 17 strength a 16 Constitution and a 14 dexterity for equipment here we're going
to be looking for throne weapons medium armor and any equipment that adds damage to throne weapon
attacks because yes we are making carlak a raging thrower and it's going to be glorious so as a
barbarian one we are going to get Rage which we
23:30 - 24:00 can use twice per day for now as a bonus action to
get an extra 2 damage on melee improvised weapons and Throne weapon attacks very nice we also get
resistance to bludgeoning piercing and slashing damage while raging and as I'm so fond of saying
that is most of the damage that we will be taking in game so that's wonderful just keep in mind the
big drawback to rage is that we can't concentrate on or cast spells while raging right no worries we
don't need them we do also get unarmored defense at this level as well which lets our Armor class
be equal to 10 plus our dexterity modifier plus
24:00 - 24:30 our constitution modifier but most of the time
that's still going to be a lower Armor class than if we just had some good medium armor
so until you find some really Stellar like Barbarian specific non-armor armor just go with
regular armor at level 2 we get danger sense which basically gives us advantage on dexterity
saving throws and then we get what is in my mind the barbarian's best feature Reckless attack which
just straight up lets us have advantage on our
24:30 - 25:00 attacks at the cost of giving enemies advantage
on their attacks against us it's totally worth it especially if and when we're raging so we'll have
resistance to most of the damage that we're taking anyways now here's the tricky thing about Reckless
attack on this build it's only supposed to work on melee attacks unlike in d d when it's on strength
based attacks and thrown weapon attacks are not considered melee attacks right however currently
in the game if you make your first attack on the round with Reckless attack turned on then all the
rest of your attacks that round will still have
25:00 - 25:30 Advantage even if you're throwing stuff that's
going to be really useful on particularly hard to hit enemies especially but we are shortly going
to have such a huge buff to our hit chance that I'm not going to miss Advantage quite as much
on this character as I do on other builds if you decide that you don't want to like make a
melee attack first and then start throwing as level three first up we get a third rage charge
per long rest and that's actually a pretty big
25:30 - 26:00 deal letting us rage just about every fight if
we're short resting after each combat and then long resting after three fights or so which is
kind of the norm for me it seems to be what most people are doing based on what I'm hearing and
seeing but then yes barbarians get their subclass at this level and yes we are totally going with
Berserker super fitting for a hot-headed barely keeping it under control sometimes frenzied fire
goddess is it getting hot in here is it just me so Berserkers don't get just regular rage but
frenzied Rage which tells us that when raging we
26:00 - 26:30 can make an improvised weapon attack with a bonus
action which is nice actually but then also we have access to two new abilities frenzied strike
which lets us make an additional attack each round with our bonus action that's great but it comes
with a pretty hefty price tag of giving us a stack of frenzied strain frenzied strain gives us a
minus one to hit for each stack of it that we have on us and those Stacks don't go away until we
stop raging so yes we're going to want to use this
26:30 - 27:00 with caution as it can quickly get our hit chance
down to an unacceptable level in a long fight the other new ability that we get is our bread and
butter ability for this build enraged throw this tells us that we can basically use a bonus
action to throw stuff that can mean something lying around nearby or something already in your
inventory that we have equipped it can even be an enemy standing nearby that you can pick up and
throw but there are some some additional benefits
27:00 - 27:30 here if we hit our Target with enraged throw they
have to make a strength save or they're not prone that's awesome but also at least currently in
the game it's adding our strength modifier twice to the damage if we're throwing an actual Throne
weapon I'm assuming this is a bug but either way it's a big damage bump and it makes using thrown
weapons here a really great idea so Stack Up on javelins and hand axes and daggers or better yet
find the returning spear that's for sale early
27:30 - 28:00 on in the game in the goblin camp that will just
return to you automatically every time you throw it one other thing that may or may not be a bug
with enraged throw currently using it also adds a stack of frenzied strain though the tool tip
in the game doesn't say that it will what's worse if you pick up another creature and use them to
throw at the enemy something that's both potent and hilarious as it does damage to both the
one you're throwing and the target you throw them at and can knock both of them prone but
when you do that it actually puts two stacks
28:00 - 28:30 of frenzied strain on you so I would only do that
with enraged throw if you had like one enemy that only had a hit point or two left and you wanted to
kill them by throwing them and do some damage to the enemy that you're throwing them at yeah but at
level 4 we get our first feat and yeah the thing that really makes this build shine is that Tavern
brawler feat that we would take here this feat is arguably the most overpowered feat in the game at
the moment bumping our strength by one to a nice
28:30 - 29:00 even 18 and then telling us that when we make an
unarmed strike an improvised weapon or a throne weapon attack then we get to double our strength
bonus for both our hit chance and our damage and yes for those counting that means that if we
enraged throw with a throne weapon we're going to be tripling our strength modifier for the damage
when we hit what's more the rage damage seems to be getting doubled here as well so until they
patch this out if they patch it out enjoy that
29:00 - 29:30 crazy damage and yeah with such a high bump to
our hit chance it makes frenzied strain hurt a lot less especially if we can get Advantage via
a reckless attack by maybe making a melee attack with our action than using enraged throw for our
bonus action though to be fair you might just be better off throwing with your action too doing so
will still at least double our strength modifier and damage thanks to Tavern brawler it won't
triple it because enraged throw is only usable as a bonus action right but it's still really good
so Choose Wisely at level 5 barbarians get fast
29:30 - 30:00 movement that gives us an extra 10 feet of move
speed when we're not wearing heavy armor always welcome but more importantly we get extra attack
here so that we can attack twice with our action potentially making a reckless melee attack and
then in Rage throwing with our bonus action and just doing a boatload of damage on our turn but at
level six it's time to leave Barbarian behind for greener pastures because yes we want some Rogue
levels now as a rogue one we get expertise first
30:00 - 30:30 off this lets us double our proficiency bonus for
two skills of our choice and if it were me I would take perception for sure as I think it's the most
used skill in the game and probably Athletics to just make karlak that much better at things you
need a good athletic skill for jumping shoving Etc we also get sneak attack here which lets us do
extra damage once per turn it's a D6 for now if we make an attack with a finesse or ranged weapon
if you have advantage or the enemy is standing next to one of your allies and while no Throne
weapons aren't the same thing as ranged weapons
30:30 - 31:00 there's one weapon I can think of that has both
the throne and finesse property the dagger and yeah in my testing when I had advantage and then
through a dagger it applied sneak attack in fact when I was testing it that throw that I made crit
and ended up doing 37 damage with a single bonus action thrown non-magical dagger and then a
knocked him prone so yeah it might be worth keeping a good dagger on you to take advantage of
sneak attack here at level 7 we would be a rogue
31:00 - 31:30 2 and that means we get cunning action so we can
Dash disengage or hide as a bonus action instead of an action always useful and then at level 8 we
would be a rogue three and that means we get our Rogue subclass and you know what we're doing we're
going thief and this is the main reason that we came Rogue right you knew that because thieves get
fast hands and fast hands lets us take two bonus actions every single turn which is just insane and
that means for us two enraged throws every single
31:30 - 32:00 turn and enemies are just going to melt under all
that Throne weapon deliciousness don't forget just in case we are throwing a dagger once in a while
sneak attack does scale at this level two up to 2d6 from this point on levels nine plus after we
got Thief under our belt I'd probably go one more level of Rogue to get another feat and then get
our strength up to 20. and then I think I would actually go Fighter for those last three levels
Not only would that get us action Surge and a nice fighting style but you could even at Fighter 3
take the Eldritch Knight subclass and Eldritch
32:00 - 32:30 Knights In addition to learning some handy
wizard spells get this cool little feature called weapon bond which lets you magically Bond
a weapon any weapon so that when you throw it it automatically returns to your hand so now if you
find a throne weapon that's better than something you already have that was like an automatically
returning weapon well now that new weapon can be a returning weapon too and that is just perfect
all right for our final companion of part one we
32:30 - 33:00 are going to dive into will I know I know you
all wanted a Starion well too bad you're gonna have to wait until part two for your favorite
trampy Vamp I can't put all of the favorites in part one part two is not gonna get as many views
as is part two of two parters never do right so will honestly I think will might be the easiest
of all the companions to do a super awesome and
33:00 - 33:30 optimized build for that is one hundred percent on
point for him thematically everything we need to know is in his moniker the blade of the frontier
so at level one yes will starts out as a warlock and of course we're keeping him that way but
then we're going to make sure to respect his ability scores to a 16 Charisma a 16 Constitution
and a 14 dexterity as for equipment just look for the best Rapier that you can get a shield and the
best light armor you can find though we will be
33:30 - 34:00 swapping that out for medium later on warlocks get
their subclass right at level one and there's no need for us to change will from fiend minor early
spoiler warning it wouldn't make much sense for us if we did anyway since his Patron is well a devil
or half devil anyways as a fiend then will get Stark one's blessing which gives some temporary
hit points whenever we kill a creature not bad and then as for warlock spells that we get here
fiends get burning hands and command for free both
34:00 - 34:30 situationally useful but beyond that I'd make sure
to grab Eldritch blast that best offensive cantrip in the game warlock staple as well as hex for a
little extra damage on your target when you hit them with either a weapon attack or spell like
Eldritch blast it's perfect for us at level 2 we get Eldritch invocations and there are two
must-have invocations for this build agonizing blast is going to add our Charisma modifier to
the damage of each beam of Eldritch blast that we fire and remember it starts firing two beams
at character level five and then three at level
34:30 - 35:00 11. and Devil's sight is going to let us see
in magical Darkness you know where I'm going with this don't you at level 3 warlocks get their
packed Boon and we absolutely have to go with pact of the blade let's make will actually represent
his nickname right pact of the blade is fantastic in bg3 it lets us either Bond our equipped weapon
as a packed weapon or lets us some common a magical packed weapon of our choice and afterwards
if we make attacks with that packed weapon we can
35:00 - 35:30 use our spell casting modifier both to hit and
to damage I love being sad single ability score dependent so now we can just focus on our Charisma
and have it benefit both our spells and our weapon attacks hooray also importantly at third level
we get second level warlock spells and that means that we can get among other great options the
darkness spell now in my very first bg3 video over here I talked about how this wasn't working
properly in Early Access but whether it was or
35:30 - 36:00 not they fixed it for a final release and I love
it darkness is both stronger and weaker in bg3 than it is in DND on the one hand in Baldur's Gate
you can't cast it on an object only on the ground meaning that you can't like cast it on your weapon
and then have the darkness move around with you but just like Indian D in Baldur's Gate 3 if you
have Devil's sight and are inside that Darkness then your enemy can't see you but you can see them
so you've got advantage on attacks against them
36:00 - 36:30 and they have disadvantage on attacks against you
this is fantastic but what's even better is that if you're in the darkness and an enemy outside of
it is trying to attack you with a ranged attack the attack just straight up Fails Like There's
not even an attack roll made it's as though the thick darkness is impenetrable to missiles they
just bounce off doesn't work that way in DND but it's great for this game now the area of Darkness
itself is smaller in bg3 than it is in d d but I actually see that as a good thing it makes
Darkness a lot less disruptive for your other
36:30 - 37:00 allies so from this point on I'd use will like
this cast Darkness on your first Target and then on subsequent turns make Rapier attacks against
them with Advantage enjoying relative safety in the meantime since you're inside that warm dark
Embrace once any and all Targets inside of the darkness are dead just stay inside as best you
can firing out Eldritch blast beams from within enjoying continued advantage and safety pick
taking off your targets one by one it makes will
37:00 - 37:30 feel like a true spell sword super gishy you're
both making weapon attacks and casting spells and it's awesome at level 4 we get our first feat
and as sad as we are we are 100 bumping Charisma here to 18 to benefit pretty much everything we
do now alternatively we could do something like say take the great weapon Master feature and then
make our packed weapon a great sword or something and enjoy that plus 10 to damage at the expense of
a minus five to hit if you're using darkness and
37:30 - 38:00 getting Advantage it's not a bad idea the big
problem with going that route I think is that again Darkness doesn't travel with you so after
the enemies inside it are dead you're gonna have a much tougher time hitting your enemies unless
you're getting Advantage from some other source if you are and you'd prefer to make will more blade
than Caster go for it for me I think I keep it simple here and just leave him in that Darkness
it's just a lot of fun conceptually to run in make melee attacks against enemies inside that
darkness and then stay there firing out beams from
38:00 - 38:30 within at level 5 in Baldur's Gate 3 warlocks get
deepened packed which strengthens our packed Boon and gloriously in pg3 that means our pact of the
blade grants us extra attack and that's perfect we also get a third invocation at this level and I
think I'd probably go with repelling blast here so that my Eldritch blast can knock enemies back 10
feet you don't always need that turned on but you can toggle it on and off and having the option
to knock back is super fantastic when you've got great reason to be pushing your targets off of
things or into things or if nothing else away from
38:30 - 39:00 you or a squishy Ally and we love warlock level
5 because we also get third level spells here now and fiends get both stinking cloud and the
illustrious Fireball as options for some nice AOE damage but you could also grab a strong control
option like fear or hypnotic pattern I think I'd be sure to grab hunger of Hadar as it's Unique
to warlocks and it makes a big 20-foot radius of Blackness on on the battlefield that does damage
and blinds enemies inside and causes the ground
39:00 - 39:30 to be difficult to rain so it's just a nice way
to make a bunch of enemies miserable if you can get it on him but at level 6 it's time to leave
warlock behind because you see there's more to being the blade of the frontier than just killing
things with sword and spell any old Adventurer can do that what makes the blade the blade is the
stories that grow up around this folk hero right and what class excels at embellishing Grand
stories that the common fault can look to and
39:30 - 40:00 receive inspiration from The Bard of course so yes
we're taking Bard levels here and honestly I feel like doing so is way more on point thematically
for will than just staying straight warlock I mean come on look at the way he's always trying to
like charm and sweet talk your other party members during those like passive conversations that
they have with each other right as you're running around the world the guy is probably more barred
than warlock he just accidentally got trapped into a raw deal with a devil anyway as a Bard won then
we get first up Bardock inspiration this lets us
40:00 - 40:30 three times per long rest as opposed to Charisma
modifier times prolonged rest in d d use a bonus action to inspire our allies they then have a D6
that they can add to an ability check an attack roll or a saving throw of their choice in the next
10 minutes it's a fantastic support ability that makes everyone better we do get Bard spells here
as well and I'm just gonna say pick your favorite vicious mockery unique to bards is a fun can trip
to do a little damage and cause an enemy to have disadvantage on their next attack roll if they
fail their save against it it's worth using once
40:30 - 41:00 in a while if for no other reason than just to see
the awesome lines of dialogue that get shouted out when you cast it they're hilarious I'd probably
grab healing word for some emergency healing maybe fairy fire to give you Advantage outside of your
Darkness especially if you went the great weapon Master route but yeah nothing otherwise that I'm
gonna plan on using regularly in combat so pyf at level 7 we'd be a barred two and that means
we get a song of rest which is way better in b 3 then D and D as it just straight up gives us a
third short rest per day which is always handy we
41:00 - 41:30 also get Jack of all trades which is just such
a great feature especially for like our main PC character I think since it just adds half of our
proficiency bonus when we're making a check with an ability that we're not proficient in at level
eight we would be a barred three and that means we get our barred subclass our college and as the
blade of the frontier of course we're going with College of Swords we can't but go with College of
Swords here and it's a fantastic subclass first
41:30 - 42:00 of all it gives us medium armor proficiency so
go ahead and grab your favorite medium armor now then we also get a fighting style but there are
only two options available to swordsbards Dueling and two weapon fighting since our packed weapon
can only apply to a single weapon at a time we're going to be sticking with a single Rapier here and
so we'll take the dueling fighting style giving us an extra 2 damage with each hit that we make with
that Rapier nothing crazy but a nice little bump more importantly we get Blade flourish at this
level which functions kind of like Battle Master
42:00 - 42:30 Maneuvers we essentially get to spend a use of
our bardic inspiration now if we wanted to not to inspire our allies but to enhance our weapon
attacks in one of three ways these are quite a bit different than they are in D defensive flourish is
nice it makes a weapon attack but then if it hits it both adds your bardic inspiration die in damage
and then increases your armor class by just a flat four until your next turn it's not bad but it does
have to hit or you get no AC bump mobile flourish pushes your target not five but a whopping 20 feet
away if it hits that's kinda crazy and then after
42:30 - 43:00 you push them it lets you just teleport to them
without having to spend a reaction or a bonus action or anything slashing flourish maybe got the
biggest bump from its DND counterpart it just acts like a full cleave it lets you do damage to two
separate targets and now here's the thing like in DND in bg3 you can use these flourishes on ranged
weapons but here since it just like lets you make two attacks against enemies within range if
you're using a ranged weapon you could just
43:00 - 43:30 Target any second enemy that's within range
of your ranged weapon they don't have to be standing next to each other and yeah I mean if
you have the Sharpshooter feet that's kind of crazy feels a little broken but maybe it's working
as intended if so I'm sure I will have a ranged swords Bard built out before too long we also get
second level Bard spells here and while there are a ton of great ones cloud of daggers hold person
crown of Madness lesser restoration invisibility there's nothing I'm necessarily planning on using
during combat sticking probably with Darkness or
43:30 - 44:00 hex for concentration depending on how hard our
enemies are to hit so go ahead and pick your favorite at level 9 we would be a barred four and
yeah I think at best if we just bump that Charisma up to 20 here to make both our weapon attacks and
our spells more potent if you went great weapon Master last time you might want to consider taking
pole arm Master here once they fix the feet at least so that you can make a great weapon master
infused bonus action attack with the butt of the
44:00 - 44:30 pole arm right it leaves us with a 16 Charisma all
this time if we went that route so I'd probably advise against it unless you've got some gear
that's increasing your charisma or at least your hit chance significantly but yeah at the time
of this recording polar Masters broken it doesn't apply the extra damage from great weapon Master
even though you're using that same two-handed weapon to make the attack it really should I hope
larion fixes it if not it's not a great feat for this build at level 10 we would be a barred five
and that means we get improved bardic inspiration
44:30 - 45:00 this tells us that our bardic inspiration is
now a d8 instead of a D6 nice little bump and we also now get four of them per rest instead of
three but better yet we get font of inspiration which resets those bartic Inspirations on a short
rest now meaning lots more flourishes among other things and that is but yeah this is the level
that just keeps on giving because we also get third level Bard spells here hypnotic pattern and
fear are probably the best option for some strong control if you didn't grab them as a warlock and
the nice thing about pairing Bard and warlock here
45:00 - 45:30 of course is that both use Charisma as their spell
casting stat right so our Bard spells are going to benefit from that Charisma just as much as our
warlock spells do anyway pick your favorites here take the ones you think are best and then at
level 11 we would be a Bard 6 and that means as a swords bar we finally get extra attack wait
a second we already had extra attack from Back to the blade right that's correct we did but again as
of this recording at least extra attack from pact
45:30 - 46:00 the blade actually Stacks with extra attack from
other sources so maybe it'll be patched out soon maybe by the time this video comes out but if not
enjoy lots of attacks on your turn now with three attacks when you use your attack action speaking
of three attacks at the exact same time level 11 here Eldritch blast will now fire three beams
so regardless of whether you're making weapon attacks or beam attacks you get three of them with
your action so good for level 12 just pick your
46:00 - 46:30 favorite class I mean you could go back to warlock
to get the dark one's own luck feature from fiend warlocks which just lets you add a d10 to an
ability check once per short rest not bad from a utility perspective but Bard 7 would get us fourth
level Bart spells and I think that's the better route here that said I'm not necessarily dying
to have any of those fourth level Bart spells though they're all useful greater invisibility
is worse than it should be unfortunately since it forces you to make an increasingly difficult
stealth check every time you cast a spell or make
46:30 - 47:00 an attack while you're invisible instead of just
straight up letting you stay invisible so yeah if you're looking for Advantage just stay in your
Darkness dimension door though is a great way for a big teleport for you and a friend always
nice to have in your back pocket polymorph does not let you turn your best friend into a T-Rex
like it does in DND but it still can make your enemy a sheep wait what is this world Warcraft
anyway pick your favorite fourth level spell and that is it for the blade of the frontier going
this route makes will a fantastic Gish I think
47:00 - 47:30 so if you love gishes feel free to use this on
your own character as well I'm confident that you'll love it either way but that does it for
this week's video I hope you enjoyed it I really hope that you'll turn in next week to part two
where we will dive into asterian Lazelle and Gail I love you guys thank you so much for all that
you do for me for this channel I hope you have a fantastic day and a really great week and if
you don't hang in there but I hope you will also
47:30 - 48:00 be kind and stay safe and that I see you again
very soon but until then take care bye [Music] spread the news cause there's an angel in
Manhattan call out the paparazzi and the television Cruise and me I choose what a little
faith come to harm me print the headlines up in
48:00 - 48:30 the New York Daily News it was just another day
like any other other day A Tuesday afternoon [Music] Ellis Paul anybody he's a good one a nice kind
of folky mellow musician I'm feeling that today
48:30 - 49:00 I'm feeling a little folky a little mellow um hey
check out the silver play button I'm so excited about it I can't not display it but I don't
really know where to put it I got rid of the fern but that just feels a little awkward I don't
know interior decorators of the world let me
49:00 - 49:30 know where does this thing need to go it's like
I can't I don't want to put it back there it's gonna like reflect that light too much um maybe
I'll just leave it where it's at if you use the discount code if you use the discount
code if you use the discount code hmm hmm the AC just came on can you guys hear that I
have a feeling that Mike's gonna pick that up
49:30 - 50:00 oh I can't turn it off though because then
I will boil sorry about the background noise time for part two but I can't just like do
it in the exact same shirt with the exact same hair I gotta make it seem like
it's a different day I could just nah oh I know this oh shoot what should we do how about a
nice like like yellow orange yeah there we go
50:00 - 50:30 that works that works with the maroon tea
I think there we go totally different day