Fighter |
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Subclasses |
Battle Master |
Fighter Initial Features |
Fighter is a Class in Baldur's Gate 3 (BG3). Fighters' primary ability is Strength, their saving throw proficiencies are Strength & Constitution, and they have a Hit Dice of 1d10. They have proficiency with Simple weapons, Martial Weapons, Light Armour, Medium Armour, Heavy Armour, and Shields
The Fighter is a great Class for a Tank build. Having the ability to wear all kinds of Armour and Shields can greatly improve the survivability of a Fighter and make for an ideal choice for 1-on-1 combat. The Fighter class is considered as one of the most versatile and reliable classes as it is a straightforward martial class, but the subclasses can offer a great variety that can shape them into specialized party members from ranged combatants, battlefield controllers, or even a martial fighter with a bit of magic.
Fighters have mastered the art of combat, wielding weapons with unmatched skill and wearing armour like a second skin.
Baldur's Gate 3 Fighter Table of Contents
- Baldur's Gate 3 Fighter Class Features
- Baldur's Gate 3 Fighter Class Progression
- Baldur's Gate 3 Fighter Subclass Features
- Baldur's Gate 3 Best Fighter Builds
- Baldur's Gate 3 All Fighter Spells
Baldur's Gate 3 Full Fighter Guide
BG3 Fighter Class Features
HIT POINTS
- Hit Points at 1st Level: 10 + your Constitution modifier.
- Hit Points at Higher Levels: 6 + your Constitution modifier.
PROFICIENCIES
- Armor: Light Armour, Medium Armour, Heavy Armour, and Shield
- Weapons: Simple Weapons, Martial Weapon
- Saving Throws: Strength and Constitution
- Skills: Choose any 2 - Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception or Survival
EQUIPMENT
UNIQUE CLASS FEATURE
- Fighting Style:
- Archery: You gain a +2 bonus to Ranged Weapon attack rolls.
- Defence: You gain a +1 bonus to Armour Class while wearing Armour.
- Duelling: When you are wielding a melee weapon that is not Two-Handed or Versatile in one hand, and no weapon in the other hand, you gain a +2 bonus to damage rolls with that weapon, increasing your chance to do heavy damage.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack with a Two-Handed melee weapon, that die is rerolled once.
- Protection: When you have a Shield, impose Disadvantage on an enemy who attacks one of your allies when you are within 1.5 m / 5 ft. You must be able to see the enemy.
- Two-Weapon Fighting: When you make an offhand attack, you can add your Ability Modifier to the damage of the attack.
- Action Surge: Immediately gain an extra Action to use this turn. Recharges on a Short Rest.
- Improved Extra Attack: You can make two additional attacks (instead of one) after using the Attack action.
BG3 Fighter Class Progression
- Level 1
- Choose a Fighting Style (Archery, Defence, Duelling, Great Weapon Fighting, Protection or Two-Weapon Fighting) (Class Feature)
- Second Wind (Class Action)
- Level 2
- Action Surge (Class Action)
- Level 3
- Fighter Subclass (Battle Master, Eldritch Knight, Champion or Arcane Archer)
- Level 4
- Feat - Choose one from the Feats list
- Level 5
- Extra Attack (Class Feature)
- Level 6
- Feat - Choose one from the Feats list
- Level 7
- Subclass Feature
- Level 8
- Feat - Choose one from the Feats list
- Level 9
- Indomitable (Class Feature)
- Level 10
- Subclass Feature
- Level 11
- Improved Extra Attack (Class Feature)
- Level 12
- Feat - Choose one from the Feats list
BG3 Fighter Subclasses Features
Battle Master
- Superiority Dice: Your Superiority Dice are d8s. You have 4. At Fighter level 10, these dice become d10s. They fuel your Battle Master maneuvers and are expended upon use. You regain expended Superiority Dice after a Short or Long Rest.
- Battle Manoeuvres: Maneuvers are powerful attacks that use superiority dice.
- Improved Combat Superiority: The size of your Superiority Dice increase to D10.
Eldritch Knight
- Weapon Bond: Ritually bind the weapon in your main hand. The weapon can't be knocked out of your hand, and it automatically returns to you when Thrown.
- Gain Spell Slots
- Learn new Cantrips
- Learn new Spells
- War Magic: You have honed your body and magic for war. After you cast a cantrip, you can make a weapon attack using a Bonus action.
- Eldritch Strike: When you hit a creature with a weapon attack, it has Disadvantage on its next Saving throw against a spell you cast before the end of your next turn.
Champion
- Improved Critical Hit: The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
- Remarkable Athlete: Jump: You're a master of your own body, your athletic prowess extended beyond the usual. Your Jump distance is increased by 3 m / 10 ft.
- Remarkable Athlete: Proficiency: You're a master of your own body, your athletic prowess extended beyond the usual. You can add half of your Proficiency Bonus to any Strength, Dexterity, and Constitution Checks that you are not Proficient in.
- Additional Fighting Style
Arcane Archer
- Gain Arcana, Nature proficiency.
- Select a Cantrip (Guidance, Light or True Strike)
- Arcane Arrows Resource, used to fire an Arcane Shot and replenished by a Short or Long Rest.
- Arcane Shot: Perform a special arcane arrow attack.
- Curving Shot: When you miss with any magical ranged attack, use a Bonus action to attack the next closest target with the same attack.
- Magic Arrow: All of your ranged attacks are considered magical to overcome Resistance.
Best Fighter Builds for Baldur's Gate 3
The Battle Master
The Battle Master is usually the most recommended subclass for players who want to truly lean into the fighter's melee combat playstyle that doesn't need to multi-class. The Battle Master is consistent and scales really well from level 3 all the way to level 12 and doesn't require spell management or special itemization. The subclass really leans into the fighter's strengths as an aggressive member of the party who not only takes to the front lines to take down enemies but also becomes a powerful tactician who can control enemies on the battlefield and protect allies, as well as deal devastating burst damage using their Superiority Dice. Combined with the Fighter's naturally powerful core features like Action Surge, Extra Attack, and Improved Extra Attack, the Battle Master subclass really transforms a normal Fighter into one of the strongest martial characters in the game.
When making a Battle Master Fighter, or any Fighter really, it's important to prioritize Strength as it will be their primary ability score, which will ensure their attacks land as hard as possible. The next ability to put points into is Constitution, since Fighters will spend most of their time within melee combat against enemies, and they need to be able to tank hits and stay in the fight. Dexterity is something that players should also think about putting some points into, as it will give a bonus to their Armor Class that helps with survivability.
Fighting Style
At level 1, players will get to choose the Fighter's Fighting Style. The Great Weapon Fighting is the best option for Battle Masters to optimize the consistency of their damage. Great Weapon Fighting ensures that 1s and 2s on damage rolls are rerolled when making an attack with a two-handed melee weapon to make sure they deal substantial damage every hit against enemies. This allows the Fighter to deal significant damage every turn without feeling like an attack was wasted with low damage. In combination with the Fighter's features like Action Surge, this Fighting Style will provide them with a consistent stream of damage every encounter, even in early game.
Battle Master Manoeuvres
At level 3, Fighters get their Manoeuvres, which are the defining feature of the subclass that really boosts their kit into being more than just a normal fighter. These manoeuvres are what make the Battle Master a formidable asset on the battlefield. Players get more manoeuvres as they level up, but get two to start with. Precision Attack is a good choice early on, as it will spend the Superiority Dice and help take a missed attack into successful hits. Another good choice is Trip Attack. Trip Attack allows the Fighter to deal an additional 1d8 damage on a successful hit and then forces the target to make a Strength Saving Throw or be knocked prone, which then grants the fighter with Advantage on subsequent attacks.
Feats
For Feats, players should first raise the Fighter's Strength Score up to 20, which will be possible earlier than other classes since they get an extra Feat at level 6. Once their Strength score is maxed out, players can take Great Weapon Master or Savage Attacker. Savage Attacker allows the Fighter to roll their damage die twice when making a melee attack and use the higher result. This boosts the Fighter's damage output greatly with the rerolled damage die.
Great Weapon Master, on the other hand, lets the player make an extra attack as a Bonus Action after either landing a Critical Hit against a target or killing an enemy with a two-handed weapon. With Great Weapon Fighting, the Battle Master is set up to wield a two-handed weapon to maximize their damage output, so this feat will help the Fighter continue to cut down enemies one after another. Great Weapon Master also has the option to deal an additional 10 damage in exchange for taking a -5 penalty to the actual attack roll, but it can be turned off, so it's not something players need to always opt in for.
The Eldritch Knight
For players who want to stick with the Fighter class but still have a bit of magic without having to multi-class, the Eldritch Knight is the subclass to go with. Unlike Battle Master, which focuses on manoeuvres, the Eldritch Knight uses magic to bolster its martial abilities. Though it doesn't act like a traditional spellcaster, the subclass uses magic to improve the fighter's mobility, survivability, and combat prowess. The Eldritch Knight is a fighter who can take the front lines with armor while still buffing their armour class with spells like Shield or Mirror Image.
Just like other fighters, making an Eldritch Knight requires players to prioritize Strength since it will be the primary ability score for the character's attacks. Constitution should follow next, as it will increase their Hit Point pool and also give their Concentration checks a boost to maintain certain spells. Lastly, players should also put some points into Intelligence after the other two abilities as it will be where spell attack modifiers will be based on.
Fighting Style
At level one, fighter get to pick a Fighting Style, for Eldritch Knights, Great Weapon Fighting is considered ot be a great option as the spells cast by the fighter will moreso deal with buffs instead of actual attack spell, Great Weapon Fighting will give the fighter a reliable way to have a consistent stream of substantial damage by rerolling 1s and 2s on damage rolls with two-handed weapon attacks.
Weapon Bond
At level 3, Eldritch Knights gain Weapon Bond, a class action that allows players to ritually bind a weapon in their main hand, making the weapon unable to be disarmed or knocked out of the fighter's hand. This also works with Thrown Weapons. Bound thrown weapons automatically return to the fighter's hand after being thrown, giving them a nice way to also fight from range if need be, without worrying about losing their weapons.
War Magic
At level 7, Eldritch Knights get War Magic, which allows the fighter to make a weapon attack after casting a cantrip. With the addition of Booming Blade, a cantrip which already has an attack with the action itself, War Magic essentially gives the Eldritch Knight an extra attack with their weapon immediately after casting it
Spellcasting
The Eldritch Knight uses magic to bolster their martial capabilities. Spells that improve their survivability, mobility, and damage potential are what players should be looking into. Misty Step, for example. allows the player to teleport to an unoccupied space within 18m. This helps the fighter reposition during combat to then strike down their next target. Shield and Mirror Image are spells that help deter attacks from hitting them. Magic Missile is a good 1st-level spell to take. It won't replace the damage that the fighter's weapon attacks will deal, its a great option as it never misses and it's a great option to finish off enemies with low health. Hold Person is also a great spell that works well for those who bumped their Intelligence scores. It will render the target unable to move, act, or react and any melee attacks are Critical Hits. In combination with the level 10 subclass feature Eldritch Strike, which makes enemies much more prone to failing their saving Throw against the spell, it allows the fighter to deal high damage against their targets.
Feats
Boosting the Fighter's damage output is the main point for taking feats. Early on, take the option for Ability Score Improvements and raise the fighter's Strength score up to 20. Once their Strength score is maxed out, which will happen by level 6 since fighters get an extra feat at that level, take Savage Attacker to make sure that every attack has the highest damage possible whenever they hit.
BG3 Fighter Tips & Builds
- NEW SUBCLASS, Arcane Archer, will be added in Patch 8.
- The Fighter is one of the classes that retained its base features.
- The Know Your Enemy feature is originally from DnD 5E, however, this will not be applied in Baldur's Gate 3.
- Fighters gain Action Surge at level 2, allowing them to take an extra action. Remember to short rest often to regain this ability, and consider using it for crucial attacks.
- An efficient use of Action Surge is to use it on a turn where all of the Fighter's attacks will receive some form of bonus, maximizing the gains in damage granted from an additional action. An example of such a bonus can be when an ally has an enemy affected by Hold Person or Hold Monster, rendering all hits from 3 meters away critical hits automatically.
- Choosing the Dueling fighting style complements a one-handed weapon and shield, providing bonus damage and allowing you to tank effectively.
- When choosing a Subclass:
- Battle Master offers dynamic combat options with maneuvers, making it a great choice for beginners who want more strategic choices in battles. Battle Master can particularly reward effective synergy between the Fighter and other party members through maneuvers that allow allies reposition themselves, focus enemy aggression onto the Fighter and off of potentially frailer allies, grant allies temporary Hit Points, and more.
- Eldritch Knight in Baldur's Gate 3 is the only way to acquire spellcasting as a Fighter without Multiclassing. These spells can be used to damage and debuff enemies, buff companions, or create other effects, which can be combined tactically with the martial prowess of the Fighter class to offer a variety of approaches to combat encounters.
- Champion focuses on straightforward bonuses such as reducing the threshold needed to score a Critical Hit on an attack, improving the Fighter's proficiencies in physical checks, and allowing the Fighter to chose a second fighting style.
- A Fighter build with Lae'zel was shared in one of the comments below:
- With the Fighter Class, choose the Dual Wielding Specialisation and the Dual Wield Feat.
- Choose the Battle Master as the Subclass and choose Riposte and any of the Manoeuvres you prefer.
- With the forge, you can create Heavy Armor, and equip both Heavy Armor and the Grymskull Helm you get from the golem at the Adamantine Forge.
All Fighter Spells in Baldur's Gate 3
You can search by Name, Level, School and Casting Time. Just type into the search box what you are looking for.
Quick Search of All Spells
| Name | Level | School | Casting time | Description |
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Cantrip | Conjuration | 1~6 Damage Throw a bubble of acid that damage each creature it hits. |
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Cantrip | Necromancer | 1~8 Damage Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. |
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Cantrip | Evocation | 1~10 Damage Hurl a mote of fire. |
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Cantrip | Conjuration | 1~12 Damage Project a puff of noxious gas. |
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Cantrip | Evocation | 1~8 Damage Reduce the target's Movement Speed by 3m. |
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Cantrip | Evocation | 1~8 Damage The target cannot use reactions. This spell has Advantage on creatures with metal armour. |
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Cantrip | Abjuration | Take only half the damage from Bludgeoning, Piercing, and Slashing attacks. |
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Cantrip | Enchantment | Gain Advantage on Charisma Checks against a non-hostile creature. |
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Cantrip | Evocation | Illuminate a 9m radius. |
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Cantrip | Evocation | Infuse an object with an aura of light. |
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Cantrip | Conjuration | Create a spectral hand that can manipulate and interact with objects. |
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Cantrip | Illusion | Create an illusion that compels nearby creatures to investigate 10 turns |
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Cantrip | Divination | Gain Advantage on your next Attack Roll. |
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Level 1 | Enchantment | Level 1 Spell Slot |
Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them. |
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Level 1 | Evocation | Level 1 Spell Slot |
3~18 Damage
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Level 1 | Evocation | Level 1 Spell Slot |
3~24 Damage |
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Level 1 | Illusion | Level 1 Spell Slot |
Blind creatures up to a combined 33 hit points. |
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Level 1 | Illusion | Level 1 Spell Slot |
Magically change all aspects of your appearance. |
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Level 1 | Transmutation | Level 1 Spell Slot |
Triple a creature's jumping distance. |
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Level 1 | Transmutation | Level 1 Spell Slot |
Gain Dash immediately and as a bonus action on each of your turns until this spell ends. |
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Level 1 | Necromancy | Level 1 Spell Slot |
Gain 7 temporary hit points. |
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Level 1 | Transmutation | Level 1 Spell Slot |
You and nearby allies Immunity to Falling damage. |
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Level 1 | Conjuration | Level 1 Spell Slot |
Summon a familiar, a fey spirit that takes an animal form of your choosing. |
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Level 1 | Conjuration | Level 1 Spell Slot |
The cloud Blinds and Heavily Obscures creatures within it. 10 Turns |
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Level 1 | Conjuration | Level 1 Spell Slot |
Cover the ground in grease, slowing creatures within and possibly making them fall Prone. |
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Level 1 | Conjuration | Level 1 Spell Slot |
Throw a shard of ice that deals 1∼10 Piercing damage. It explodes and deals 2∼12 Cold damage to anyone nearby. It leaves an ice surface. 2 turns
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Level 1 | Transmutation | Level 1 Spell Slot |
Increase a creature‘s movement speed by 3m. |
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Level 1 | Abjuration | Level 1 Spell Slot |
Protect a target from attacks: increase its Armour Class to 13 + its Dexterity modifier. |
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Level 1 | Evocation | Level 1 Spell Slot |
Shoot 3 magical darts, each dealing 2∼5 Force damage. They always hit their target. |
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Level 1 | Abjuration | Level 1 Spell Slot |
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead. |
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Level 1 | Necromancy | Level 1 Spell Slot |
Possibly Poisons the target. |
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Level 1 | Abjuration | Level 1 Spell Slot |
When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile. |
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Level 1 | Enchantment | Level 1 Spell Slot |
Put creatures into a magical slumber. Select targets up to a combined 24 hit points. |
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Level 1 | Enchantment | Level 1 Spell Slot |
Leave a creature Prone with laughter, without the ability to get up. |
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Level 1 | Evocation | Level 1 Spell Slot |
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Level 1 | Evocation | Level 1 Spell Slot |
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Level 2 | Abjuration | Level 2 Spell Slot |
Close a door or container with a magical lock. It can no longer be lockpicked or opened with Knock. |
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Level 2 | Necromancy | Level 2 Spell Slot |
Limit a foe's sight range. It is easier to hit, and the creature will miss more often. |
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Level 2 | Illusion | Level 2 Spell Slot |
Attackers have Disadvantage on Attacks Rolls against you. |
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Level 2 | Conjuration | Level 2 Spell Slot |
4~16 Damage Conjure a cloud of spinning daggers that attack anyone inside. |
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Level 2 | Enchantment | Level 2 Spell Slot |
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
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Level 2 | Evocation | Level 2 Spell Slot |
Create a dark shroud that Heavily Obscures and Blinds creatures within. |
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Level 2 | Transmutation | Level 2 Spell Slot |
Grant a creature the ability to see in the dark out to a range of 12m. |
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Level 2 | Divination | Level 2 Spell Slot |
Focus your mind to read the thoughts of certain creatures while talking to them. |
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Level 2 | Transmutation | Level 2 Spell Slot |
Make a creature larger or smaller to affect their weapon damage and Strength.
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Level 2 | Conjuration | Level 2 Spell Slot |
Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light. |
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Level 2 | Evocation | Level 2 Spell Slot |
Summon a strong wind that clears all sounds and pushes creatures back 5m, forcing them Off Balance. |
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Level 2 | Enchantment | Level 2 Spell Slot |
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits. |
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Level 2 | Illusion | Level 2 Spell Slot |
Touch a creature to turn it Invisible. |
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Level 2 | Transmutation | Level 2 Spell Slot |
Unlock an object that is held shut by a mundane lock. |
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Level 2 | Transmutation | Level 2 Spell Slot |
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls. |
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Level 2 | Evocation | Level 2 Spell Slot |
4d4 Shoot a green arrow that covers the target and the ground with acid. |
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Level 2 | Illusion | Level 2 Spell Slot |
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. |
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Level 2 | Conjuration | Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see.
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Level 2 | Illusion | Level 2 Spell Slot |
Deal damage to a creature each turn. The type of damage changes to the last type the creature suffered. |
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Level 2 | Necromancy | Level 2 Spell Slot |
Weaken a foe: they deal half damage with weapon attacks using Strength.
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Level 2 | Evocation | Level 2 Spell Slot |
6d6 Hur1 3 rays of fire. Each ray deals 2∼12 Fire damage. |
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Level 2 | Divination | Level 2 Spell Slot |
Become able to see invisible creatures, and possibly reveal them to others. |
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Level 2 | Evocation | Level 2 Spell Slot |
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw. On Save: Targets still take half damage. |
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Level 2 | Conjuration | Level 2 Spell Slot |
Cover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them.
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All Fighter Spells Gallery
Eldritch Knight Fighter Cantrips
Lvl 1 Eldritch Knight Fighter Spells
Lvl 1 Eldritch Knight Fighter Expanded Spell List
Lvl 2 Eldritch Knight Fighter Spell List
Lvl 1 & 2 Eldritch Knight Fighter Spell List Expanded
Anonymouskinda only think the only good class forgotten in bg3 is rune knight since everyone dreams to become a giant slapping people like a barbarian while keeping their armor on to be protected

mb some1 has posted this but anyway.. here is build for EK that absolutely brakes the game:
Key items: Lightning Jabber, Gloves of Uninhibited Kushigo, The Ring of Flinging, The Watersparks OR The Speedy Lightfeet, Sparkswall, Armor of the Sporekeeper + Items to crit increase crit chance
Key abilities: Hex, Symbiotic entity, Sneak Attack, Halo of spores (+ balde flourish (thrown) if bard 6)
Lvl Sequence: EK 5/Druid 2/Warlock 1/Rogue 1 + 3 free levels but keep in mind, you will be need 2 feats to complete the build.
Alt Lvl Sequence: EK3 -> Take weapon bond -> Bond Jabber to you hands -> Reset levels, bond will be kept. Now go for Bard 6/Druid 2/Warlock 1/ Rogue 1 + 2 Free Levels (you still will be need 2 feats)
Key Feats: Tavern Brawler + Elemental Adept: Lightning
Key Play Style:
Keep Symbiotic entity buffed
Keep as many lighting charges as you can (stay in water w/ watersparks or just run around w/ lightfeets (rogue 3 required or free exp retreat))
Keep Hex debuff
Keep advantage to get sneak attack
Use Blade Flourish (thrown) if Bard 6
Keep at least 1 lightning charge to cast cast Halo of Spores
Damage: Just throw Jabber into your foes and get easiest 200+ dmg per round w/o crits and Planar Aluve. It gets to 400+ w/ crits and aluve. good luck.
AnonymousI did the following with lae zel and she is basically god. Gets surrounded by 4 guys and still beats them all. :
Fighter, choose the dual wielding specialisation and the dual wield feat.
Subclass as battle master and use riposte and any other maneuver you like.
Use the forge to create the heavy armor, equip heavy armor and the heavy helm you get from the golem at the forge.
Proceed to literally destroy anything and anyone. I'm dealing over 120 damage per turn easy on her, and I'm obviously not even supposed to do that, since I'm level 6. The super big boss battles are generally over very quickly. I think this is way too powerful.
Dual wielding the singing blade and the blood hammer right now, use the offensive singing aura from the blade. Have everyone attack lae zel, the rest aoe around her and support. Literal god of death, it's just impossible to compare her damage with any one else, maybe astarion can match it sometimes, but casters no way, they only support unfortunately, since I love wizards and mages
Battle master.
lv4: +2 str
lv6: alert
lv8: +2 str
lv12 ?? Great Weapon Master, Tough or something else?
AnonymousYou must choose fighter on 1st level to get heavy armor proficiency.

AnonymousI swear 5th edition D&D rules are dogshit. Fighters were much better in 3.5 and 2.

Anonymousi feel like fighters should get "expertise" in weapons, not just proficiency. it may be broken, but thematically it makes sense imo

AnonymousIf you multiclass into a fighter you don't get Heavy Armor proficiency for some reason...

Anonymous
AnonymousDo you not get a weapon style if you multiclass into fighter? I wish the game would be a little less obtuse

Anonymous
Anonymous
AnonymousWhy can't i multiclass into fighter with my cleric that has 14 strenght




























































In Tips section there's information "Choosing the Dueling fighting style complements a one-handed weapon and shield, providing bonus damage and allowing you to tank effectively."
Doesn't the Dueling fighting style only give positive effects if you're using a weapon in one hand, and the other is free?
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