Builds for Baldur's Gate 3 in 2021 are player-created playable setups featuring BG3's different Classes, and Multiclasses along with their Races, Weapons, Armor, Abilities, Skills, Feats, and Features, that defines a specific array of playstyle or highlight a certain natural strength of a class or a character. Builds in Baldur's Gate 3 have a particular emphasis on Character Creation, since Classes don't gain many Ability Points or Feats beyond this, and selections are quite limited when leveling, unlike some other RPGs.
Baldur's Gate 3 Builds
The Best Builds in Baldur's Gate 3 focus on optimizing Character Creation with the intention of min/maxing, knowing exactly how many Levels each Build can take, and how many Levels of each Class are needed (in the case of Multiclassing). Trial and error is needed to achieve this in many cases, since enemy composition plays a role in what Spells and Class Features are more useful than others. Tailoring Builds to the exact things you'll be facing in Baldur's Gate 3 is a huge part of what makes specific Builds better than ones you might find in regular DnD 5E. If you're looking for the Best Builds in Baldur's Gate 3, you can choose from any of the following.
Best Builds by Rank
- Druid - Circle of the Moon
- Warlock - The Fiend
- Ranger - Hunter
- Fighter - Eldritch Knight
- Warlock - Melee
- Cleric - Light Domain
- Rogue - Thief
- Wizard - Evocation School
- Sorcerer - Dragon Ancestor
Best Melee Builds
Baldur's Gate 3 Builds - The Basics
The first thing to figure out when making a Build in Baldur's Gate 3 is what Class you want to play. Don't worry about what Race you want to play or what Background you want or Ability Scores (Attribute Points), until you've made this decision. Look through the Classes and find the one you want. In some cases you'll also be able to choose your Subclass during Character Creation as well, but not always.
Once you've chosen your Class, and Subclass if applicable, you'll need to select a Race that is best suited to that Class. This isn't 100% necessary, so you can choose whichever Race you want, but if you're trying to optimize your Build 100% then this is your best course of action.
Choosing a Race for Your Build in Baldur's Gate 3
There are really a few things to think about when selecting a Race for your Build, and the first is Ability Points. Does that Race give you any Ability Score improvement towards the Abilities that best benefit your Class. For instance, if you're playing a Cleric, selecting a Race that provides some benefit to Wisdom would be optimal, since Clerics use Wisdom to cast their Spells. These Races include Wood Elf, Human, and Gold Dwarf.
Once you've found the ones with increase Wisdom, you'll want to look at what other benefits they provide, such as the Wood Elf's Fleet of Foot or the Gold Dwarf's Dwarven Toughness. Use these things to help you make the best decision possible.
Ability Score 16 For Baldur's Gate 3 Builds
The reason it's important to select Races that increase your Ability Score for the primary Ability of your Class is that you want to hit 16 in that Ability during Character Creation 99% of the time. You can only hit 15 without gaining a boost from your Race during Character Creation, so this makes it pretty much a must.
Odd Ability Scores don't provide you with any extra benefit, so it's important you get that additional point to get to 16, to get and extra +1 to your Attack Rolls/Damage Rolls or Spell DC, as well as Saving Throws and other bonuses. No matter what Build you select, it's a good idea to aim for even values during Character Creation, and shoot for getting your Primary Attribute to 16:
- Cleric and Druid: Wisdom 16
- Fighter and Ranger: Strength 16 - Melee versions that don't Dual Wield
- Fighter, Ranger and Rogue: Dexterity 16 - Dual Wielders and Ranged variants
- Wizard: Intelligence 16
- Warlock: Charisma 16
Best Builds in Baldur's Gate 3 Early Access
Below are some of the Best Builds in Baldur's Gate 3 Early Access that I've put together. These will be adjusted at launch to include things I've learned since making them, as well as adding in information about additional levels and where to take these Builds past Level 4, once the level cap in the full game is raised.
Cleric Builds ♦ Druid Builds ♦ Fighter Builds ♦ Ranger Builds ♦ Rogue Builds ♦ Warlock Builds ♦ Wizard Builds ♦ Druid Builds ♦ Sorcerer Builds
Baldur's Gate 3 Build Guide: Sorcerer: Sorcerers are well-known for their magical prowess that stems from an ancient bloodline, unchecked chaotic magic, or mysterious circumstances. Unlike Warlocks, they don’t depend on patrons for the strength of their Spells and far from Wizards, arcane books are not essential to further develop their capabilities. One Class Feature that distinguishes them from other Spellcasters is their ability to incorporate Metamagic to manipulate the way Spells work to their liking, making them versatile. This also compensates for their lack of Armour Proficiency as it allows them to take charge in Combat.
Baldur’s Gate 3 Build Guide: Druid: Druids are Divine Spellcasters that not only cast damaging spells, but can also heal and take the shape of different creatures via their Wild Shape Class Feature. Wild Shape is what really sets the Druid apart from other Classes, and in Early Access Druids can currently change into 7 different animals including: Dire Wolf, Raven, Badger, Polar Bear, Cat, Deep Rothe, Spider and Aberrant Intellect Devourer, but more are expected upon full release of the game.
Baldur's Gate 3 Build Guide: Warlock: Warlocks in Baldur’s Gate 3 Early Access are extremely powerful because of their Cantrip Eldritch Blast that does between 1-10 damage every use from 18m away, and Cantrips can be cast every turn without using up Spell Slots. Additionally, they have some very good spells that deal AoE damage, and they can use Misty Step once they reach Level 3.
Baldur's Gate 3 Build Guide: Eldritch Knight: Fighters can become Eldritch Knights at Level 3 in Baldur’s Gate 3, and when they do so they gain access to some Wizard spells. In Early Access they will only be able to gain a maximum of 3 Level 1 spells, which isn’t a huge amount. However, these can be used hit targets from far away, or to do devastating AoE attacks when in melee range.
Baldur's Gate 3 Build Guide: Hunter: Rangers can become Hunters at Level 3 in Baldur’s Gate 3, and when they do they gain the choice of a powerful passives. Colossus Slayer will provide an extra 1-8 damage to any target they hit with a weapon attack. Since the damage from the attack is calculated before Colossus Slayer is determined, this works with full health targets, even though the description makes it seem as though it does not. This allows Hunters to deal incredible damage every round, without expending any resources.
Baldur’s Gate 3 Build Guide: Cleric: Clerics choose their Domain during Character Creation and for this Build, I’m going to be showing you my Light Domain setup. The reason I chose Light Domain is that I wanted to make a Cleric that could deal good damage and still have some support Spells, and Light Domain does a decent job of this. However, you can make this Build for the most part using other Domains in Early Access, but you will miss out on a couple of really strong Spells. Still the concept is basically the same.
Baldur's Gate 3 Build Guide: Wizard: Wizards in Baldur’s Gate 3 choose their school of magic at level 2, and for Early Access I strongly advise taking the Evocation School. This is because in order to regularly gain the Arcane Ward from the Abjuration School, you need to constantly cast Abjuration Spells. Abjuration Spells do not need to be cast all that often, and even then the Ward you gain is not overly strong. This means you might as well take Evocation, even if you don’t need its passive benefit of guaranteeing allies passing Saving Throws when hit by your Spells all that often.
Baldur's Gate 3 Build Guide: Thief: Rogues in Baldur's Gate 3 can become Thiefs at Level 3, and I advise choosing this Subclass over the Arcane Trickster in Early Access if you are new to the game. This is because Thiefs gain an extra Bonus Action, and they can use this for Shoving, Jumping, or even on their Cunning Action: Dash. This allows them to still attack with both their main-hand and off-hand Weapons after taking a Bonus Action, OR get an additional off-hand weapon attack if they didn't use a Bonus Action for anything else.