Fighter |
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Subclasses |
Battle Master |
Fighter Initial Features |
Fighter is a Class in Baldur's Gate 3. 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.
Fighters have mastered the art of combat, wielding weapons with unmatched skill and wearing armour like a second skin.
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
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)
- 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 Tips & Builds
- 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 Baldurs 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
- Anonymous
I 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?
- Anonymous
You must choose fighter on 1st level to get heavy armor proficiency.
- Anonymous
I swear 5th edition D&D rules are dogshit. Fighters were much better in 3.5 and 2.
- Anonymous
i feel like fighters should get "expertise" in weapons, not just proficiency. it may be broken, but thematically it makes sense imo
- Anonymous
If you multiclass into a fighter you don't get Heavy Armor proficiency for some reason...
- Anonymous
- Anonymous
Do you not get a weapon style if you multiclass into fighter? I wish the game would be a little less obtuse
- Anonymous
- Anonymous
- Anonymous
Why can't i multiclass into fighter with my cleric that has 14 strenght
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.
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