BarkskinLevel 2 Transmutation Spell Protect a creature from attacks: increase its Armour Class up to 16. Until Long Rest Melee Concentration |
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Action Level 2 Spell Slot |
Barkskin is a Spell in Baldur's Gate 3. Barkskin is a Lvl 2 Spell from the Transmutation school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.
Barkskin Information
- Description: Protect a creature from attacks: increase its Armour Class up to 16.
- Level: Lvl 2 spell
- School: Transmutation School
- Casting Time: Action
- Duration: Until Long Rest
- Range: Melee
- Requires Concentration: Yes
- Saving Throw: None
How to Acquire Barkskin
Barkskin can be acquired by the following classes:
Barkskin can be cast by using the following Items:
Barkskin Tips & Notes
- Notes & Tips go here
- Anonymous
- Anonymous
Man this used to just give you two Ac an be flat better then mage armour
Guess what guys Natural armour is meant to stack its like having tough skin mixed with a shell
Your supposed to where bearskin with armour and mage armour if you really wanted
- Anonymous
- Anonymous
But backskin on my wrath of righteous light armour sorceror to get 20ac an I also have light shield proficiency changing my chances to cast succesfuly by 5% in exchange for 22 Ac... at 3rd level man Varksin is an utter joke compared to what it used to be
- Anonymous
Concentration makes this Spell a waste of resources, especially when you realize that Mage Armor doesn't require Concentration.
- Anonymous
Only really worthwhile on mid difficulty, or in the very-early game. On Tactician every single enemy has a bonus to their accuracy, to the point where 16 AC is barely an improvement over 14 or 12, especially once you get past Act 1.
- Anonymous
AC 16 is not that high? I am not even done with Act1 and i got AC 16+ on all my chars, why should we every use this skill?
- Anonymous
Barkskin counts as armor so any "unarmed" bonus from Monk or Barbarian doesn't add to it.
- Anonymous
- Anonymous
- Anonymous
If you cast barkskin and then wild shape u still retain the AC16
Note that this spell does not set your BASE AC to 16. Instead, it adds enough bonus AC to set you to 16, if you're below that. But if you're already at or above 16, it does absolutely nothing.
And note, this is how it works in DnD 5e, so that's intended. It's just that the description in BG3 is terrible.
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