
Jack Sparrow Build - Swashbuckler and Swords Bard Multiclass - Baldur's Gate 3 (BG3)
Contents
Jack Sparrow Build - Swashbuckler and Swords Bard multiclass
The build idea here is mostly about making a flavorful and enjoyable Jack Sparrow theme build. With the addition of Swashbuckler, this has become truly possible. The build will merge two similar-themed classes and give you an eventful and funny build to use through the playthrough.
The build will dip into Hexblade, as it will further emphasize the "Charisma" part of the build via Bind Hexed Weapon and allow it to be used for weapon attacks. I would also like to concentrate on using Scimitars/Rapiers with this build, as it fits the theme. Of course, as the build wants a lot of features, "the perfect" progression is hard to find.
There are some progression complications. Starting with Swords Bard, gets you Slashing Flourish (Melee) and
Extra Attack attack earlier; however,
Dirty Trick: Flick o' the Wrist is delayed. The confusion is also when to take Hexblade for
Bind Hexed Weapon? I will suggest my preferred progression option, but in the end, pick the class priority based on how you imagine you want to play this.
I will also take rapier weapons, which limits the early game potential of the build. But does fully commit to the playstyle of Jack Sparrow. I hope you will enjoy this.
So let's jump into the build!
Class Contribution
The build takes multiple classes, all to perfectly match the full capabilities of this archetype.
4 Swashbuckler Rogue
- The
Expertise is excellent for higher bonuses to some important skills, namely charisma-related ones.
- Special bonus action use -
Cunning Action: Dash,
Cunning Action: Hide, which help with engaging and running away for pickpocketing.
Fancy Footwork is a decent ability that maximizes your mobility, especially if you want your Dirty tricks to be applied on multiple enemies.
Rakish Audacity gives bonus initiative, and most importantly, upgraded
Sneak Attack (Melee) -
Rakish Sneak Attack (Melee), which does not require Advantage to work.
- The highlight of Swashbuckler is dirty tricks -
Dirty Trick: Flick o' the Wrist,
Dirty Trick: Sand Toss,
Dirty Trick: Vicious Mockery. These can get enemies
Disarmed, get them
Blinded, and weaken their attack rolls. The important thing is that they use bonus actions.
6 Swords Bard:
- Access to flourishes -
Slashing Flourish (Melee), to hit multiple targets and greatly improve damage.
Extra Attack is one of those powerful passive features that greatly improves the damage of martial classes.
Bardic Inspiration, which can be used for flourishes or helping with various dice rolls.
- Full spellcaster progression, giving access to plenty of spell slots.
- Medium Armour Proficiency.
- Fighting Style -
Duelling or
Two-Weapon Fighting.
Extra Attack for an additional weapon attack with the main action point.
Song of Rest for an additional short rest, helping to manage resources.
Jack of All Trades with a little boost to skill rolls, where you might be the weakest.
- Access to multiple skill
Expertise, helping with world exploration and dialogue checks.
1 Warlock Hexblade:
Bind Hexed Weapon - the main level 1 highlight from Hexblade, which makes the weapon use Charisma as the main modifier.
- Warlock Spellslots that reset on short rest.
Hex Warrior with bonus proficiencies in Medium Armor and Shield. This also lets you use
Bind Hexed Weapon to use Charisma as the main weapon stat.
Hexblade's Curse - not that important for the build, as it already has plenty of good uses for bonus action.
Shield spell for little survivability after each short rest.
Booming Blade cantrip, which will greatly improve your weapon damage and give some other bonuses.
There is one level left that I did not cover. To be fair, you can pick it based on your preferences, but it has minimal impact in the grand scheme of things:
- 1 Fighter - gives another Fighting style, which most likely would be
Defence
- 2nd-level warlock - Eldritch invocations like
Devil's Sight.
- 7th-level Bard - access to level 4 spells and more spell slots.
So pick your choice, none of them are bad.
Synergy with other builds
The build has high charisma and plenty of proficiencies related to it. For this reason, it is a perfect main character. To support it, here are some combos that can work well:
Controllers
Almost any party can benefit from good controllers. They guarantee a 100% critical chance and allow you to maximize the whole group's damage. This is especially easy to utilize for melee builds:
- Fire Sorcerer - one of the most reliable builds for this type of setup with
Hat of Fire Acuity +
Scorching Ray
- Lorecerer - similar to Fire Sorcerer, can use the same combo and can easily apply total control. Sadly, it is just limited to
Hold Person.
- Spellsword build - Sorcadin, Bardadin, Swords Bard Archer, other caster related builds- Lore Bard or even Arcane Trickster with access to unlimited scrolls.
Piercing party
If you opt in to use Bhaalist Armour late in the game, the build becomes excellent support in terms of applying
Aura Of Murder. These are mostly melee two-handed martials and ranged builds:
- For Archers - Arcane Archer, Swords Bard Archer
- Thrower builds - Eldritch Knigh Thrower, Berserker Thrower
- Melee martials with piercing weapons - Bardadin, Battle Master, Sorcadin, Bladelock
Just having one of these will take your group to the next level and make the late game a breeze.
Progression options
To be fair, the build can be progressed in various ways, and it really depends on your game knowledge, type of playstyle, and flavour that you want. Here are some examples:
- 4 Swashbuckler -> 1 Hexblade -> 6 Swords Bard -> any. This is my preferred progression. I like having Swash early on. Sadly, this delays
Extra Attack to level 11, but
Slashing Flourish (Melee) can somewhat compensate for this. This also feels the most natural to me to progress through the game.
- 6 Swords Bard -> 1 Hexblade -> 4 Swashbuckler -> more optimal progression, but swashbuckler features get delayed to the late game. So this means, you will not have something like
Dirty Trick: Flick o' the Wrist for
Apostle of Myrkul.
- 6 Swords Bard -> 4 Swashbuckler -> 1 Hexblade -> any. This delays
Bind Hexed Weapon, which is not that important if you are okay with using
Elixir of Hill Giant Strength for Acts 1 and 2.
So pick your poison, I prefer the first one, as this feels the best in terms of what I want to achieve with this build in certain stages.
Leveling Overview
Here is a concise table with all the main picks during your leveling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear, as it is crucial.
Level | Class | Selection |
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1 | Rogue 1 | STR - 8, DEX - 16 (15+1), CON - 14, INT - 8, WIS - 10, CHA - 17 (15+2) |
Skills: Acrobatics, Sleight of Hand, Deception, Intimidation, Performance, Persuasion | ||
2 | Rogue 2 | - |
3 | Rogue 3 | Subclass: Swashbuckler |
4 | Rogue 4 | Feat: Ability Improvement - +2 Charisma |
5 | Warlock 1 | Cantrips: ![]() ![]() |
Subclass: The Hexblade | ||
Spells: ![]() |
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6 | Bard 1 | Cantrips: ![]() ![]() |
Spells: ![]() ![]() ![]() ![]() |
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7 | Bard 2 | Spells: any |
8 | Bard 3 | Spells: ![]() |
Subclass: College of Swords | ||
Fighting Style: ![]() |
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9 | Bard 4 | Cantrips: any |
Spells: ![]() |
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Feat: ![]() ![]() |
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10 | Bard 5 | Spells: ![]() |
Replace Spell: ![]() ![]() |
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11 | Bard 6 | Spells: any |
12 | Fighter 1 Hexblade 2 Bard 7 Swashbuckler 5 |
Pick any of these for the last level; each of them brings a different benefit to the build. |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Jack Sparrow build. If you have already started playing, feel free to do a respec at Withers and follow along. This will make it easy to follow the build step by step.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc.
Race | Features | Description |
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As this is a melee build, the increased movement speed is an excellent and somewhat crucial addition for the build. You will be moving around the battlefield and using your dirty tricks to weaken foes. |
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The main reason to go for these races is that they give access to ![]() |
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The half-orc features are a good addition for this kind of build, where you will engage in frontline combat. The instant resurrection and bonus critical damage will help immensely. |
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The ultimate race for luck. I think it fits extremely well for this build. But... it is a short race, and has a penalty to movement speed. |
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Gives medium armour proficiency, allowing you to wear some good armor from the start. It also gives other useful actions, to help with exploration - ![]() ![]() |
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Great race that offers unique looks and a few great features. I recommend ![]() ![]() |
Class
Overview | |
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Features | |
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Exploit a foe's distraction to deal an additional 1d6 damage. Damage increases by 1d6 for every uneven Rogue Level gained. |
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Exploit a foe's distraction to deal an additional 1d6 damage. Damage increases by 1d6 for every uneven Rogue Level gained. |
Background
Backgrounds are mostly for role-playing, still you can pick a few that would benefit you the most. My recommendations would be dexterity or charisma-based ones:
Background | Skills | Description |
---|---|---|
Charlatan | Deception Sleight of Hand |
I think this is the best pick if you plan on being the one to disarm traps and lockpick chests. |
Soldier | Athletics Intimidation |
The most relevant background as it gives a skill using both strength and charisma abilities. |
Entertainer | Acrobatics Performance |
Uses both dexterity and charisma modifiers, so you will have a good investment. |
Guild Artisan | Insight Persuasion |
Persuasion proficiency is the main aspect of this background. |
Noble | History Persuasion |
Similar to the above, but gives History skills. |
Abilities
Now, let's take a look at the abilities of the Jack Sparrow build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.
The core mechanic to understand for ability points is that they give "ability modifiers" that apply to various skill checks. For example, Charisma works on Intimidation and persuasion checks. Wisdom on Survival or Animal Handling, and so on.
You get a higher ability modifier on even values - 10, 12, 14, etc. So keeping it on odd may be useless. However, there are various +1/2 modifiers in the game, specifically Auntie Ethel Hair or Feats that help round this up.
Ability | Value | Description |
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8 | Not that relevant, you can either increase it with ![]() |
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16 (15+1) | One of the core abilities gives Armour Class, Initiative, and can act as a main weapon ability modifier. |
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14 | The Constitution will help with maintaining spell concentration and improving the HP pool. |
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8 | This will not be relevant for the build |
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10 | Just enough to remove the negative modifier for Wisdom. |
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17 (15+2) - with Auntie Ethel Hair 17 (15+2) - no hair |
Swashbuckler's ![]() ![]() |
Skills and Expertise
Overall, the skills should be impacted by your roleplaying and background decisions. However, you would still want those that will give you the best benefits. My recommendations are to pick those at which you have a high ability modifier or are useful in general:
- Sleight of Hand
- Intimidation
- Deception
- Performance
- Persuasion
- Acrobatics
Leveling Progression - Levels 2-12
Here is the detailed progression for the Swashbuckler build to get you started. You can use it as a guideline because early games can be daunting and overwhelming. Later on, once you get a feel for the class, you can start picking your options.
Level 2
By this time, you should have landed in the Wilderness area already. A few good bonuses from Rogue are received here:
Action | Description |
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Easily enter sneak with a bonus action. |
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Cover more distance this turn: double your movement speed, using a bonus action. |
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Retreat safely: moving won't provoke Opportunity Attacks. |
Level 3
This level unlocks a Rogue subclass, which gives a little boost in terms of action economy:
Subclass
Overview | |
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Features | |
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One of the features that gives the "mobility" feeling for the swashbuckler. It's not game-changing, but it does help limit the offensive potential of enemies. |
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The initiative bonus is an important factor, but it also gives upgraded ![]() ![]() |
Level 4
This is the most important level for Swashbuckler, and you get the highlight features of this subclass
Features
Feature | Description |
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The best trick that makes the enemy ![]() ![]() |
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Makes the enemy ![]() ![]() |
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The weakest option in my opinion. It could be used when an enemy is far away, or you have a very high chance of landing it. Still, I would not bet much on this one. |
Feat
Here you have a few options to choose from:
Feat | Description |
---|---|
Ability Improvement - +2 Charisma | During the next level, you will get Hexblade and obtain ![]() |
Level 5 - Level 1 Hexblade
So rogue and Swashbuckler don't get any major features at this level, so I think it is a perfect time to multiclass into Hexblade and get all the sweet benefits it provides. To multiclass, you need to push this button during the level-up screen:
Class
Overview | |
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Features | |
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These spell slots can be used to cast spells and refill each Short Rest. |
Cantrips
Cantrip | Description |
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The new cantrip can be used with a normal attack without any cost. When enemies move while under its effect, they receive thunder damage. In later levels, it gives a direct damage boost. So no reason not to use it every turn. |
Any | Feel free to take any of the cantrips that you find relevant. ![]() ![]() |
Subclass
Overview | |
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Features | |
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This action allows you to bind any melee weapon and makes you proficient in it. This also results in using Charisma modifier instead of Strength or Dexterity. It also has a 20% chance to apply ![]() |
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Using the bonus action, you can improve your damage and increase your crit chance. This is a great alternative to ![]() |
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This passive is responsible for the multiple bonuses you get, specifically armor and shield proficiencies. |
Spells
Spell | Description |
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Extremely valuable spell early in the game. Albeit with limited warlock spell slots, this becomes expensive to use in later levels. So I would only use it for the early game, or if you are in a pinch. |
Any | Using other spells would be a waste of spell slots, as their effects are minimal. Just take anything. |
Level 6 - Bard Lv 1
This level takes the first step towards Bard, which will fulfill both the charismatic person role, but also unlock full combat potential that the Swashbuckler by itself would lack.
Class
Overview | |
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Features | |
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An iconic bard feature that can improve damage, dialogue dice rolls, and saving throws. |
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These can be used to cast spells and are restored each long rest. |
Cantrips
Cantrip | Description |
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Although the damage is low, it has its purpose. The cantrip can be used to impose a disadvantage on enemy attacks, in case you see that your normal attack would not kill it. However, the cantrip loses purpose in later levels. |
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If you are the main character and do most of the dialogues, this is also a good choice as it gives an advantage during ability rolls. Be careful as cancelling it near the target might engage in combat. |
Spells
The goal here is to mostly take utility spells. You will concentrate mostly on weapon combat, and the level 1 spells do not provide many offensive alternatives compared to what you already can do.
Spell | Description |
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Useful during exploration, when you need to jump down from high ground safely. |
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It will boost the movement speed by 3m. This is a huge bonus and will allow you to get better positions when in combat. You can also activate it on all party members when not in combat, after a long rest! |
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Utility spell, can be easily replaced by ![]() |
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Although this is not a healer build, having a way to instantly make an ally stand up is a great way to use a bonus action. |
Starting Instrument
Take anything here
Abilities
Pick one, stealth, acrobatics, or any of the charisma ones are recommended if you did not take them. Otherwise, pick anything.
Level 7 - Bard Lv 2
The level-up gives some welcome improvements for the build
Feature | Description |
---|---|
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This will improve your chances of success when doing various dice rolls that you are not proficient in. It's not huge, but will help out during the game. |
We gain a very good utility action to gain additional HP restoration and an action reset:
Action | Description |
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Unique action to Bards. It acts as a third short rest. This is especially useful for Warlocks, as they will gain even more spell slots during the day. |
Spells
Take anything, all of them have a minor impact on the build.
Replace Spell
Nothing to replace.
Level 8 - Bard Lv 3
This level is special, as you will get a direct improvement to your weapon attacks, and unlock the new subclass.
Spells
Spells | Description |
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If playing on Honor Mode, this spell is mandatory. It can save your group from many problems and overcome ability checks where you are not proficient. Otherwise, you can do without it, but I would still recommend that someone in your group have it. |
Subclass
Overview | |
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Features | |
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Attack up to 2 enemies at once. |
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Attack up to 2 enemies at once. |
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Attack defensively, increasing your Armour Class by 4 if you hit. |
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Attack defensively, increasing your Armour Class by 4 if you hit. |
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Thrust your weapon with enough force to push your target back 6m. Afterward, you can teleport to the target. |
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Shoot a target with enough force to push it back 6m. Afterwards, you can teleport to the target. |
Fighting Style
For this build, there is no difference in which one you pick in the long run, for the short term:
Fighting Style | Description |
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As the build uses rapiers and similar weapons for its theme, this is, I think, the most relevant pick. |
Abilities
You can pick some more expertise options, I would prioritize the dexterity and Charisma ones:
- Acrobatics
- Sleight of Hand
- Deception
- Intimidation
- Performance
- Persuasion
Level 9 - Bard Lv 4
Another feat and some more spellcasting options
Cantrips
Feel free to take anything here. Choices I prefer - Mage Hand or
Light.
Spells
Spells | Description |
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I do recommend taking this spell. It can be useful, in case you decide to use ![]() ![]() |
Replace Spell
Nothing or anything, I leave this up to you.
Feat
Feat | Description |
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Both of these feats are good. ![]() ![]() |
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Level 10 - Bard Lv 5
This level is a big one. First, we obtain level 3 spells, which are okay. However, we get awesome class features:
Feature | Description |
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Greatly improves your damage output throughout the day as you can use flourishes more often. |
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The bonus gained from Bardic Inspiration increases to +1d8, this will give a higher damage bonus for Flourishes. |
Spells
Spell | Description |
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Get this spell as soon as possible. It is amazing! You can cast various types of elements, but most importantly, it can put enemies to sleep without HP limitations. So this is the perfect crowd control option. |
Replace Spell
Remove Spell | Add Spell | Description |
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I don't think the ![]() ![]() ![]() |
Level 11 - Bard Lv 6
This is a major progression improvement, as you finally acquire the highly desired feature of melee combatants:
Feature | Description |
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You can now attack two times, and this can be done together with ![]() |
We also get additional action, that can freely be used before combat:
Action | Description |
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You and any allies within 9m have an advantage on Saving Throws against being ![]() ![]() |
Spells
You can pick one spell here. I think the core ones are already covered, even not taking into account how you play the build. Some good ones - Fear or
Plant Growth.
Replace Spell
Anything or nothing, your choice.
Level 12 - pick your class!
The last level is a freebie, and to be fair, you can pick whatever you prefer. The core of the build is already covered, and you have all the major features of it. So here are some options, and pick what you prefer:
- Fighter 1 Lv - gives additional Fighting Style, for which my recommendation would be
Defence. Otherwise, you can get Constitution Saving Throw proficiency if you respec and pick the first level as a fighter, and the rest as recommended.
- Hexblade Lv 2 - unlocks Eldritch Invocations, which can be situationally useful. For example,
Devil's Sight can work well with
Darkness if you have Warlock or Beast Master in your party.
- Bard Lv 7 - access to level 4 spell slot, and spells. I don't think they are hugely beneficial with everything that you already have, but they could be useful if you are running
Helmet of Arcane Acuity +
Band of the Mystic Scoundrel.
- Swashbuckler Lv 5 - gain access to additional dice roll for
Rakish Sneak Attack (Melee), and unlock
Uncanny Dodge.
No matter which option you pick, the build will not change much, so I recommend taking anything that you find useful or relevant to your setup.
That's it, the build is done!
Maximizing Ability Scores
Now, as the build progression is covered, there are a few aspects and important decisions you will have to make throughout the game. These will decide your final score for abilities.
Charisma
This is the most important ability, because the build uses Bind Hexed Weapon from hexblade, and your
Dirty Trick: Flick o' the Wrist uses it for success
- 17 Charisma - the base from character creation.
- Act 1 - Auntie Ethel Hair - you will want to get +1 Charisma if you pick this choice.
- Feat 1 - Ability Improvement - +2 Charisma.
- Act 3 - Mirror of Loss - pick +2 Charisma.
- Act 3 - Mirror of Loss, Patriar's Memory - +1 Charisma if did not take Auntie Ethel Hair.
This results in 22 Charisma, so it is a good modifier of +6.
Potions, Elixirs, and Consumables
Let's take a look at what consumables you can use to further empower the build.
Potions
Consumable | Description |
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This is a very powerful potion. It gives an additional action point which can be used to cast a spell or attack. The activation is generally by drinking using a bonus action. However, you can stack together with party members and make one member ![]() ![]() |
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It can be used in two ways - the first one is to enter combat with a ![]() |
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The attack roll bonus is pretty good, which improves your chances of hitting. |
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Helps with attack and damage rolls. |
Elixirs
Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last until a long rest, making them very useful and economical.
Be sure to activate them before combat, as otherwise, you will need to use Bonus Action.
Consumable | Description |
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The elixir gives an easy option to get an additional action point - just kill a foe. This can then be used to attack one more time or cast a full spell. |
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For the early game, until you get ![]() |
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For some encounters, you will want to go first. This elixir will ensure that it overcomes even ![]() |
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Provides bonus damage of 1d4 and some other good bonuses. |
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Boosts attack rolls by 1d4; this is a good boost to increase the likelihood of landing attacks. |
Illithid Powers
This special mechanic in Baldur's Gate 3 allows you to consume tadpoles and unlock special Illithid Powers.
At first, you can only use the base powers. As you move to Act 3, you will be able to unlock the outer ring powers, also called Elite.
Illithid Power | Type | Description |
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Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits with attack rolls. |
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Base | It's an easy way to ensure you land critical hits. |
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Base | It can help to kill an enemy faster if it is left with a few HP. |
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Base | A great way to weaponize your reaction before obtaining ![]() |
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Base | Decreases enemy ability score. |
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Base | Excellent option for bonus temporary HP. It can also apply ![]() |
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Elite | It can be used to maximize the effectiveness of charisma-based skills, especially those relevant to the main character. |
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Elite | Potent spell that can be used to pull enemies together. You can then follow up with area-of-effect spells or attacks. In general, it is a very effective action in the hands of any character. |
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Elite | It can be used to save yourself from a deadly spell. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Rogue Swashbuckler Build. Items are especially important as they take the build to the next level thanks to their unique effects.
I do want this build to emphasize Scimitar and Rapier weapons from the early game. I think it perfectly fits the theme of Jack Sparrow, and what you would expect. Of course, this means that your damage will be inferior to some other well-optimized builds.
Act 1
The goal is to get the best Rapier and Scimitar weapons as early as possible.
Slot | Item | Description |
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This is a perfect weapon from the early game up to the late game. If you want a more "optimized" setup, I would go with it. You can also take ![]() ![]() |
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This weapon is a bit risky to use, but it does come with a pretty good unique effect, ![]() |
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These are the first weapons that I would recommend. To be fair, I am in favour of ![]() ![]() ![]() |
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Gives bonus initiative, allowing one to go earlier in combat. |
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Gives easy Advantage against monstrosities, for all weapon attacks. | |
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You can use shields once you get the proficiency from Hexblade. If your race provides it, that's even better. |
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Excellent headwear that gives ![]() ![]() |
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Improves movement speed, allowing one to reach important targets easily, early in the game. | |
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Accessible if you are Dark Urge. |
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I think this is the best Act 1 armour, as it gives +2 Dexterity, which translates into multiple benefits. Make sure to cast ![]() |
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With the hexblade dip, you are able to wear medium armor. They alleviate any Armour Class problems for Act 1 and simplify progression. | |
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These gloves are the two best options. The ![]() ![]() |
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Gives additional armour class for survivability. | |
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Defensive gloves against ranged attacks. | |
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One of the best boots in the game with all the bonuses and easy use of ![]() |
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The boots can easily apply ![]() ![]() ![]() |
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Allows movement without limits on ![]() |
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If you can acquire it, this can be the best amulet option for most of the game. |
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Excellent amulet that gives an easy vulnerability source, for the mid-game. | |
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Gives a free ![]() |
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Use this ring or ![]() ![]() ![]() |
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Bonus armour for survivability. | |
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Movement speed boost, which is especially important in some big area fights in Act 1. | |
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Improves damage on each hit. |
Act 2 - mid-game
Slot | Item | Description |
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Both of these weapons are average, but they do look cool. They are obtained somewhat later in Act 2, so be aware of that. You will have to push through to Act 3 for a really powerful weapon. |
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The bonus initiative still plays a major role |
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Allows casting ![]() |
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The best shield in Act 2. It also gives a bonus spell saved DC, which works with the swashbuckler's Dirty Tricks. |
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Still serves as the best headwear in terms of damage boost. If another character is using it, an alternative is ![]() |
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Can be used to stack ![]() |
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It can give a marginal boost to damage with a decrease in critical hit rolls. | |
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A distant option to improve Spell Save DC and initiative. I would say this is a low priority and would rather use this on a dedicated caster. But the dirty tricks like ![]() |
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Improves survivability and Saving Throw success. You want to equip this cloak to maintain that good Armour Class. |
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One of the best-looking armors in the game. You can wear them, and they provide useful bonuses like an Advantage on stealth checks. The main highlight is ![]() ![]() |
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The best medium armor in this stage, with a decent Armour Class boost, and not limited by +2 Dexterity modifier. | |
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It can be obtained late in Act 2, once you reach level 9. Solid armor, the main draw is its decent 15 Armour Class. | |
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The advantage of saving throws is usually overlooked. Still, this is an excellent bonus, enabling better spell and various effects resistance. | |
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All of these gauntlets are great options as they give a permanent damage rider. Just choose which damage you prefer - fire or necrotic. |
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This can be an alternative to ![]() ![]() |
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Gives +1 Armour Class, which is a significant survivability boost. |
- | Boots from Act 1 are still perfect. | |
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Continues to be the best amulet in terms of damage boost. |
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Excellent pick with ![]() |
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Excellent amulet that can help in tight situations when you are ![]() |
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A very good ring that inherits damage from your weapon and works especially well in Act 2. |
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Can be easily activated thanks to ![]() ![]() |
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You can use any spell with Concentration or even armors like ![]() ![]() |
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This ring is an option, as having a high hit chance makes it easier to land your dirty tricks and debuff enemies. | |
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Still good options from Act 1 that prove useful, especially in the first hours. | |
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Provides +1 Armour Class to avoid hits. |
Act 3 - Final Build setup
There are two setups that I recommend, each of which depends on whether you want to lean more on the Dirty Tricks or use some spellcasting and embrace a spellsword build.
Helmet of Grit Setup
This setup aims to get additional bonus action, which allows the use Dirty Trick: Flick o' the Wrist and something like
Dueller's Enthusiasm in one turn.
Slot | Item | Description |
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This helmet gives an additional bonus action when you have less than 50% HP. For this reason, I urge you to get the ![]() |
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I would say this is a key item for the build. Pair it with ![]() ![]() |
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The best option to wear, as the helmet slot will be taken by ![]() |
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Deals additional damage that is inherited from your weapon. This does require being ![]() |
Spellsword setup
This setup aims to use illusion and enchantment spells (Hypnotic Pattern,
Fear, etc.) in addition to dirty tricks.
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This helmet will allow easily stack ![]() |
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So, without ![]() ![]() ![]() |
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Any other amulet | ||
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The best option to wear, as you cannot wear ![]() |
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This ring will allow casting spells like ![]() |
Other Items
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These are the best weapons that I recommend for this build. ![]() |
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The ultimate bow for a stat stick. It gives a special effect, which inflicts additional critical damage with any weapon hit. You can easily guarantee critical hits with ![]() ![]() |
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The bonus initiative is an excellent boost to go early in combat. If it is not a surprise round, it is almost guaranteed. I would only use this if you are concentrating on melee attacks and spell casting. | |
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The +1 initiative is still good. | |
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It provides an increased chance of avoiding enemy attacks with attack rolls. |
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If you have a Cleric in the party with Revorb setup, or you use ![]() ![]() |
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To be fair, it is hard to recommend anything besides ![]() ![]() |
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Any of these gloves will prove useful in my opinion. ![]() ![]() ![]() |
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These gloves can be ridiculously overpowered if you can guarantee critical hits. | |
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There are plenty of boot options, and all of them are good. The main outlier might be ![]() ![]() |
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- | Boots from previous acts. |
Build Mechanics
In this section, I would like to dive deep into how to play the Bladesinging Build. This will help you utilize it to the fullest and correctly use various actions and spells throughout the game.
Important Mechanics and Combos
Let's go through key mechanics and tips on how to use the build effectively.
Utilizing Dirty Tricks
So the main mechanic that you will want the Swashbuckler for is its Dirty Tricks. These give an excellent bonus action use, and help to apply some level of control. I would use this priority with the tricks:
Dirty Trick: Flick o' the Wrist - the most important trick, in my opinion. The foe gets
Disarmed, which can leave them helpless, especially if they are a melee martial. However, sometimes I allow them to pick their weapon, as this forces them to use up their action, while otherwise they would cast a spell. This trick also activates
Rakish Sneak Attack (Melee), which I will cover a bit later.
- If the enemy is unarmed, then the next priority would be
Dirty Trick: Sand Toss, which makes them
Blinded and provides an easy advantage for your whole group.
- The last one, which should be used if you cannot reach them, is
Dirty Trick: Vicious Mockery.
However, for numbers 2 and 3, if you have an option to use Dueller's Enthusiasm, etc., go for these in most cases, especially if the enemy is close to dying. As the dead enemy is better than a live one.
Bind the Weapon
Once you get Hexblade dip, remember to activate Bind Hexed Weapon. This will force the weapon to use the Charisma modifier instead of Dexterity or Strength. Of course, if you opt out of using
Elixir of Hill Giant Strength for the early game, continue to do that.
Once you have 20 Charisma or start using other elixirs, specifically Elixir of Bloodlust,
Bind Hexed Weapon becomes essential.
If wearing Bhaalist Armor, utilize piercing damage
In Act 3, the best setup in terms of damage becomes Bhaalist Armour + piercing weapon. The
Aura Of Murder is crazy powerful, enabling you to deal double weapon damage. This is a good and significant boost for a single character, but it can get crazier...
If you have archer builds, they too will benefit from Aura Of Murder and knowing how much damage they can deal... this can skyrocket.
Another step is melee piercing builds like Paladins, Bardadin, Battle Master, etc., who use weapons like Nyrulna or
Shar's Spear of Evening, they too will benefit from the effect and get their piercing damage doubled.
So, Swashbuckler can act as a stepping stone in Act 3, for your party to become extremely powerful and breeze through the hardest game encounters.
Maximize the number of attacks
The build can land high number of attacks late in the game, especially once you go deep into the Swords Bard:
- Base attack
- Bonus action attack with Dirty Tricks
Helmet of Grit (if you take it) - additional bonus action, for another dirty trick or feat-based bonus action attacks -
Great Weapon Master: Bonus Attack
Haste or
Potion of Speed for an additional action point.
Elixir of Bloodlust - one more action point if an enemy dies.
Slashing Flourish (Melee) - can hit 2 more enemies if they are stacked together.
Extra Attack - gives another attack for the main action point.
Flourishes
Swords Bard brings a few unique, attacks, but the main one to use is Slashing Flourish (Melee), which can hit two enemies at the same time. This gives a huge damage boost for what Swashbuckler could not achieve by itself.
So your goal is to target foes that are standing together, as you can 2x your damage output. If not, you can utilize normal attacks or use Dirty Trick: Flick o' the Wrist with a bonus action.
Value of being the main character
I do think this build is an excellent main character, albeit as a build, it is mediocre. Here are the main benefits of this:
- High Sleight of Hand allows you to unlock all the chests and disarm traps, always putting you in the lead.
- Very high Charisma and multiple proficiencies +
Expertise make your dialogues easily reach +8 bonus rolls.
This is, of course, not a major problem, as many Charisma-based characters can do dialogues well, but for roleplay purposes, I think the Jack Sparrow Build covers all of this.
Spellcasting
The build can do some spellcasting, as the core of it is Bard. You have various spells from utility like Longstrider to total control using
Hypnotic Pattern. Of course, this uses your action point and kind of intervenes with your main hand attacks or
Slashing Flourish (Melee).
Still, spellcasting is viable if you go for one of the mentioned setups - Helmet of Arcane Acuity +
Band of the Mystic Scoundrel. Now you can build up
Arcane Acuity with
Slashing Flourish (Melee) attacks and cast a spell (like
Hypnotic Pattern or
Fear) using bonus action. This is a very powerful setup, but does limits the uses of
Dirty Trick: Flick o' the Wrist.
Correctly using Rakish Sneak Attack
So the main feature of Rogue is Sneak Attack (Ranged), which is enabled from the first level. It acts as an
Extra Attack feature, which the rogue doesn't get. As a Swashbuckler, you get an upgraded version -
Rakish Sneak Attack (Melee), which is easier to activate, on straggler foes, without allies around.
One problem with this attack is that it automatically activates when you attack, and in some cases, you don't want to use it. For example, the enemy may have left a few hitpoints, and wasting 20+ damage would be reckless. To best address it, is to enable the "Ask" reaction in the reactions window:
So with this, you will be asked if you want the additional sneak attack damage when using normal attacks or Dirty Trick: Flick o' the Wrist. Of course, you will still have the Base attack +
Rakish Sneak Attack (Melee) action in your hotbar, if you wish to unleash both of these at the same time.
I also recommend checking if the Sneak Attack is possible, as the notification may not appear if one of the conditions required for it is not met. Just select the action and hover over the enemy to confirm:
This opens up for some neat combos, like 2x sneak attacks on the initial combat turn, if you hit an unprepared enemy. Just land the first attack, and then you can confirm the reaction popup for another sneak attack:
Early Game Combat
Let's cover how you should progress through combat levels 1-6. The early game can be somewhat underwhelming due to a lack of good weapons. Still, I leave some good tips below on how to maximize your effectiveness:
- For the first few levels, play a standard rogue, use Ranged attacks +
Sneak Attack (Ranged) to maximize the survivability.
- With
Rakish Sneak Attack (Melee), it will be easier to enable sneak attack, for a decent damage boost.
- At level 4, you can start using dirty tricks.
Dirty Trick: Flick o' the Wrist is the main one, followed by
Dirty Trick: Sand Toss. These should be used in most combat encounters as they allow you to apply control and weaken foes.
- At level 5, make sure to use
Bind Hexed Weapon to ensure full bonuses from charisma to weapon modifiers.
- Use
Booming Blade to inflict more damage, but also easily activate
Arcane Synergy for easy bonus damage.
Mid to Late Game Combat
The mid and late-game setup looks more or less the same until Act 3. Here, as you get Swords Bard, a big potential opens up to the build.
- With swords Bard, you can heal a downed ally via
Healing Word or give some buffs with
Longstrider. This is not your priority, but you can still use these if need arises.
- Once you get
Slashing Flourish (Melee), you can hit multiple targets if they are close together. Use your bonus action for
Dirty Trick: Flick o' the Wrist or
Dirty Trick: Sand Tossto weaken foes or improve your hit chance via advantage.
- Don't forget
Song of Rest for additional short rest, especially if you have builds that restore their resources during it.
- If you go for
Helmet of Arcane Acuity +
Band of the Mystic Scoundrel combo, use the bonus action for casting spells -
Hypnotic Pattern,
Fear, etc.
- If you go with
Helmet of Grit, use the bonus action for dirty tricks. This also cements your commitment to engaging enemies in close range and minimizing any spellcasting.
Build Variations
Here are some variations that work similarly and utilize the same classes at their core.
Setup | Description |
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Swashbuckler Build:
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This build goes more into Swashbuckler and relies on ![]() |
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A more warlockish setup that obtains ![]() |
Conclusion
Thank you for reading the Jack Sparrow Build for Baldur's Gate 3. This is a great Swords Bard and Swashbuckler multiclass, to get the best fantasy of a charismatic adventurer, being able to trick foes and charm their allies.
Cheers!
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