
Revorb Blender - Stars Lore Bard Build - Baldur's Gate 3 (BG3)
Contents
Revorb Blender build
Thanks, Bluemajere, Zee and Real_Rush_4538, for the build idea and guiding me through all the details that needed to make this work
This is a solid debuffer build, that can singlehandedly disable enemies and cover them with
Radiating Orb or
Reverberation, greatly limiting their combat potential. The idea is pretty simple: use
Spirit Guardians and control enemy positions via
Command.
Going deeper,
Gloves of Battlemage's Power will stack
Arcane Acuity, for each
Spirit Guardians hit, which will make your spell success chance almost 100%. Why is this important? The reason is simple: you will follow up with the
Command spell. Feel free to choose the most relevant option, for example,
Command: Approach forces enemies to come to your
Spirit Guardians field.
Command: Drop can force enemies to drop their weapons and so on.
Still, this leaves us with a few nice features. Sorcerer gives
Metamagic: Extended Spell and
Metamagic: Quickened Spell, allowing for increasing spell duration or casting with a bonus action, if the situation requires. Lore Bard also comes with
Cutting Words, which is an amazing debuff in almost any combat situation.
To top this all of,f you will have very high Concentration saving throw rolls, making it almost impossible to lose your spells.
So let's jump into the build!
Class Contribution
Here are what contributions and benefits you get from the class picks:
6 Lore Bard
Bardic Inspiration - enables buffing allies, but also gives access to special Bard actions depending on your subclass.- Full spellcaster progression with access to a decent spell list.
- Unlocks additional short rest, thanks to
Song of Rest.
Jack of All Trades to improve skill rolls where you are not proficient
Expertise gives additional skill improvements
Font of Inspiration enables you to restore
Bardic Inspiration charges on short rests, prolonging your effectiveness during the whole day.- The Lore Bard, gives additional skill proficiencies.
Cutting Words is, amazing debuff that makes it easier to land spells, or weaken enemies.- Level 6 Magical Secrets gives access to a big list of spells from different classes' spellbooks.
4 Storm Sorcerer
- Constitution saving throw proficiency for better maintainability of spells during combat
- Defensive spell
Shield to improve survivability from enemy normal attacks. - Access to additional cantrips like
Friends,
Booming Blade, etc.
Create Sorcery Points allows stacking on sorcery points, which can be used for metamagic.- Metamagic, which enables improved spellcasting via
Metamagic: Extended Spell,
Metamagic: Quickened Spell, etc.
Tempestuous Magic gives a solid mobility boost for perfect positioning.
2 Stars Druid
- Enables effective melee weapon hits with
Shillelagh.
Starry Form: Dragon gives a huge boost to constitution saving throw rolls, making it very hard for you to lose spell concentration.
Dazzling Breath - area of effect radiating attack that applies debuffs.
Synergy with other builds
The build does not really have any specific synergies that would negatively impact its combat potential. Overall, it works well alone, with whatever composition. The main goal is to get in close and weaken foes.
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 |
|---|---|---|
| 1 | Bard 1 | Cantrips: |
| Spells: |
||
| Abilities: STR - 8, DEX - 16 (15+1), CON - 15, INT - 8, WIS - 8, CHA - 17(15+2) | ||
| Skills: Persuasion, Deception, Intimidation, Performance | ||
| 2 | Bard 2 | Spells: |
| 3 | Bard 3 | Spells: |
| Subclass: College of Lore | ||
| Abilities: any | ||
| 4 | Bard 4 | Cantrips: any |
| Spells: |
||
| Feat: Ability Improvement - +1 Charisma, +1 Constitution, or |
||
| 5 | Bard 5 | Spells: |
| Replace Spell: |
||
| 6 | Bard 6 | Spells: |
| Magical Secrets: |
||
| Replace Spell: |
||
| 7 | Druid 1 | Cantrips: |
| 8 | Druid 2 | Subclass: Circle of the Stars |
| 9 | Respec Character: Level 1 - Sorcerer 1 Level 2-3 - Druid 2 Level 4-9 - Lore Bard 6 |
Cantrips: |
| Spells: |
||
| Subclass: Storm Sorcery | ||
| 10 | Sorcerer 2 | Spells: any |
| Metamagic: |
||
| 11 | Sorcerer 3 | Spells: |
| Metamagic: |
||
| 12 | Sorcerer 4 | Cantrips: any |
| Spells: any | ||
| Feat: Ability Improvement - +1 Charisma, +1 Constitution, or |
Build Variations
Here are some variations that work similarly and utilize the same classes at their core.
| Setup | Description |
|---|---|
|
This variation gives 2 additional spell slots from Warlock, and |
Bardlock:
|
Gains access to additional Magical Secrets at level 10 and has ability to cast |
Lorecerer:
|
A more offensive setup that uses |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Stars Lore Bard 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 |
|---|---|---|
Wood Half-Elf |
|
The race picks are very similar; the main difference is weapon proficiencies. I would recommend the Half-Elf one, which will give shield proficiency in the early game. The most important aspect is the increased movement speed that you will need when using |
Wood Elf |
|
|
High Half-Elf |
|
These subraces are great for getting some bonus cantrips. The highlights would be:
|
High Elf |
|
|
Githyanki |
|
Githyanki comes with a wide array of utility actions like |
Class
| Overview | |
|---|---|
Bard |
|
| Features | |
| An iconic bard feature that can improve damage, dialogue dice rolls, and saving throws. | |
Spell Slots |
These can be used to cast spells and are restored each long rest. |
Cantrips
| Cantrips | Description |
|---|---|
| Nothing fancy, but a decent option for weakening foes in the early game combat encounters. | |
| This will be useful in Act 2, but also if you want to effectively enable |
One option if the main character:
| Cantrips | Description |
|---|---|
| Especially useful on the main character, in case you need an easy Advantage. This does force NPCs to attack you if cancelled nearby. |
Spells
| Spell | Description |
|---|---|
| I like having this spell on hand, as it can be used to raise a downed ally in a tight situation just by using bonus action. | |
| Improves movement speed. | |
| Excellent spell for early game, giving an easy advantage that can be utilized by all party members. | |
| Decent early game damage spell for Bards. |
Starting Instrument
Pick anything
Background
Backgrounds serve a few purposes:
- They give a role-playing option of your previous history, if you are into that
- It gives skill proficiencies, meaning that you get an additional bonus when you roll that skill check in which you are proficient. This depends on your proficiency bonus, which increases as you level up.
Here are my recommendations based on this build
| Background | Skills | Description |
|---|---|---|
| Guild Artisan | Insight Persuasion |
Gives charisma-related skill proficiency |
| Noble | History Persuasion |
Gives charisma-related skill proficiency |
| Entertainer | Acrobatics Performance |
Utilizes both dexterity and charisma abilities for skill proficiencies |
| Charlatan | Deception Sleight of Hand |
An option, if you want to effectively disarm traps and open locked chests. |
Abilities
Now, let's take a look at the abilities of the Stars Lore Bard build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.
Here are some key points to know about ability points:
- 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.
- Weapons can benefit from either Dexterity or Strength, depending on their type
- You also have a spellcasting modifier, which can be Wisdom, Charisma, or Intelligence, depending on your class.
| Abilities | Description |
|---|---|
| Recommended Setup: Strength - 8 Dexterity - 16 (15+1) Constitution - 15 Intelligence - 8 Wisdom - 8 Charisma - 17 (15+2) |
This is my recommendation: you can round it up with Feat, or set Constitution to 14 and Charisma to 16, and put those 4 points into Wisdom for higher Saving Throw rolls. |
Skills and Expertise
Overall, the skills should be impacted by your role-playing 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:
- Persuasion
- Deception
- Intimidation
- Performance
Leveling Progression - Levels 2-12
Here is the detailed progression for the Stars Lore Bard 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 on the
Ravaged beach already and started exploring the initial area. You might need 1 additional encounter if you did not obtain enough XP in the Nautiloid.
| Features | Description |
|---|---|
| A truly useful passive throughout the whole game to increase your chances of ability roll success. | |
| This is a very important Bard action, and with it, you can use Short Rest a third time before Long Rest. Use it to heal or restore class-specific resources. So do not save those, and use them to your heart's content. Moreover, classes like Warlock, and Fighter, greatly benefit from it. |
Spells
| Spells | Description |
|---|---|
| Makes it easier and faster to explore or reach a few places. |
Replace Spell
Nothing to replace
Level 3
Gain access to a subclass and level 2 spells:
Spells
| Spells | Description |
|---|---|
| My recommendation as this is one of the best spells for a few encounters in Act 1, where enemies are stacked, making them perfect targets. |
Subclass
| Overview | |
|---|---|
College of Lore |
|
| Features | |
| This is a very powerful feature, you can use |
|
Abilities
Take any of the skills that you are missing proficiency in. I would prioritize Charisma ones
Replace Spell
Nothing to replace
Level 4
Cantrips
Take any cantrip, doesn't matter much -
Mage Hand,
Friends are all good options.
Spells
| Spells | Description |
|---|---|
| Easy option to get an advantage on various skill checks. Especially useful when dialogue rolls are needed and you don't want to risk using |
Replace Spells
You could try getting spells like
Shatter or
Hold Person, but I still think the spells you have now are still useful, at least for one additional level.
Feat
| Feat | Description |
|---|---|
| Ability Improvement - +1 Charisma, +1 Constitution | Helps to round up ability points that were left after character creation. |
| This is a pretty good option, guaranteeing that you go first in almost all encounters. Now you can easily debuff enemies before they get to do anything. |
|
| Alternative feature, which gives a significant boost to movement speed. It will be useful later on, once you start using |
Level 5
Level 3 spells are unlocked with new Bard features:
| Feature | Description |
|---|---|
| Extremely potent feature, which makes your |
|
| Higher bonuses when using |
Spells
| Spell | Description |
|---|---|
| Very versatile spell, that can both deal damage and apply control via |
Replace Spell
| Remove Spell | Add Spell | Description |
|---|---|---|
| A solid crowd control spell that disables a large number of enemies. |
Level 6
This is the last level in Bard, gaining the core feature that we need for this build to work.
| Feature | Description |
|---|---|
| Not that useful feature, unless you explicitly prepare to use it. |
Spells
| Spell | Description |
|---|---|
| Doesn't use concentration and makes it easy to apply |
Magical Secrets
| Spell | Description |
|---|---|
| One of the core spells for this build, enabling you to cover enemies with |
|
| Applies full control on non-undead enemies, making it extremely easy to win encounters. This will work together with |
Replace Spell
| Remove Spell | Add Spell | Description |
|---|---|---|
| Situationally useful spell, can be used to disable a foe, and guarantee critical hits. |
Level 7 - Druid Lv 1
This is the first multiclass level, which puts us at a crossroad. Overall, you would want Storm Sorcerer now, but this would force items to use the incorrect spellcasting modifier once you multiclass into Druid. So my suggestion is to slightly delay the Sorcerer features, but end up with only 1 respec per progression, and correct stat allocation
This is the first level that multiclasses into Druid. It will give a few benefits:
- Enable effective melee attacks using the Wisdom modifier, thanks to
Shillelagh.
Starry Form: Dragon - which gives minimum rolls of 10 for Constitution Saving Throws, making it very easy to maintain spell concentration.
Dazzling Breath - powerful breath attack that uses a bonus action and inflicts radiant damage, activating various items at your disposal.
There are a few other goodies, but they are minor compared to these.
Class
| Overview | |
|---|---|
Druid |
|
| Druids channel the elemental forces of nature and share a deep kinship with animals. Mastery of Wild Shape allows them to transform into beasts from all over the Realms. | |
| Features | |
Spell Slots |
These can be used to cast spells and are restored each long rest. |
Cantrips
| Spells | Description |
|---|---|
| Enables you to effectively use stave weapons using your Wisdom modifier. | |
| Any | Pick any other cantrip |
Prepared Spells
Here are a few recommendations for prepared spells. These are utility ones:
| Spells | Description |
|---|---|
| The spell can be situationally useful, especially if you have another caster that can use |
|
| Improves movement speed. It is free to cast outside of combat, and can also be used on allies. | |
| Enables easier exploration via jumping long distances | |
| A decent utility spell, especially if you forget to stock up on |
Level 8 - Druid Lv 2
The goal here is to obtain the subclass feature. This gives those nice features that make the build unstoppable at maintaining spell concentration.
Subclass
Now you are ready to pick the subclass. As you can expect:
| Overview | |
|---|---|
| Features | |
Wild Shape Charge |
Allows you to turn into one of the |
| Gives charges to cast |
|
| Unlocks new forms that each give different actions or bonuses. The most important one here is |
|
| Similar to a normal |
|
| The base spell from the cleric list. | |
| Gives the spell without needing to choose it as a cantrip. | |
Level 9 - Respec to Sorcerer Lv 1
Now, to further empower the build and its capabilities, you will have to respec at Withers and pick Sorcerer as a first class. Here are the main reasons for this switch:
- Get proficiency in Constitution Saving Throws. This is important as it allows you to sustain Concentration on spells while being hit.
- Get correct spellcasting modifier on items - Charisma, which depends on the last level 1 multiclass you took.
Class
| Overview | |
|---|---|
Sorcerer |
|
| Features | |
Spell Slots |
These can be used to cast spells and are restored each long rest. |
Cantrips
Not many cantrips are needed, as all the core ones were already picked. Just take something like
Booming Blade, followed by anything that you might find fancy.
Spells
| Spells | Description |
|---|---|
| Very good spell that can ensure +5 Armour Class, giving a good survivability boost. | |
| I recommend this spell. It is not very powerful, but it can be used to specifically hit a foe, with multiple attacks, and using |
Subclass
| Overview | |
|---|---|
Storm Sorcery |
|
| Features | |
| After you cast a Level 1 spell or higher, you can Fly as a bonus action until the end of your turn without receiving Opportunity Attacks. | |
Abilities
Use the same ability scores as when starting with the build. Charisma will still be the main spellcasting stat. Strength - 8, Dexterity - 16 (15+1), Constitution - 15, Intelligence - 8, Wisdom - 8, Charisma - 17 (15+2)
Continue leveling into Stars Druid 1-2
Once you are done with the first level of sorcerer, you can multiclass back into druid:

Just go through Druid picks that we already did
Continue leveling into Lore Bard 1-6
Go through the Lore Bard levels
Now you should end up with this level sequence at level 9:
- 1 Storm Sorcerer
- 2 Stars Druid
- 6 Lore Bard
This means that your last level 1 multiclass is charisma-based, so items will use this ability for spellcasting. Although this somewhat complicates the progression, you end up with all the stuff correctly done.
Level 10 - Sorcerer Lv 2
The second level unlocks a few important features:
| Actions | Description |
|---|---|
| Spend Spell Slots to gain Sorcery Points. Once you get some more metamagic options, you could sacrifice spell slots to cast two spells in one turn or increase your range. | |
| Spend Sorcery Points to unlock a Spell Slot. You could create a higher-tier spell slot to increase the damage over what you can at the current level |
Spells
Take any spell, they have minimal impact at this level
Metamagic
| Metamagic | Description |
|---|---|
| Spells that only target 1 creature can target an additional creature. Later on, you can use this to apply Haste on two allies or a Command spell to disable two targets. | |
| This is especially useful if you will cast spells with short durations like |
Level 11 - Sorcerer Lv 3
Spells
| Spells | Description |
|---|---|
| It can be useful if you are able to precast it, to improve your chances of avoiding enemy attacks. |
Metamagic
| Passives | Description |
|---|---|
| By consuming 3 Sorcery points, a spell can be cast using a bonus action instead of an action point. This opens up a lot of possibilities to make solid opening rounds. Still, this does consume a lot of Sorcery points. |
Level 12 - Sorcerer Lv 4
The goal here is to obtain the subclass feature, which directly improves necrotic damage via weapon attacks.
Cantrips
Take any cantrip
Spells
Feel free to take any spell, as we already have all the core ones.
Replace Spell
Nothing
Feat
| Feat | Description |
|---|---|
| If you did not take it, now is the time you do it. | |
| Ability Improvement - +1 Charisma, +1 Constitution | Round up ability scores. |
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.
Wisdom
- 17 Charisma - character creation.
- Feat 1 - Ability Improvement - +1 Charisma, the other goes to Constitution.
- Act 3 - Mirror of Loss - pick +2 Charisma.
These will allow you to reach 20 natural Charisma, which is plenty for this build, where
Arcane Acuity will help to improve spell success chance.
Potions, Elixirs, and Consumables
Let's take a look at what consumables you can use to further empower the build.
Potions
These have short-term effects for a few turns.
| Consumable | Description |
|---|---|
| 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 |
|
| It can be used in two ways - the first one is to enter combat with a |
|
| An easy way to get the |
|
| Gives |
Elixirs
Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last for the whole day, before making a long rest. This makes exlixirs very useful and economical.
Be sure to activate them before combat, as otherwise, you will need to use Bonus Action.
| Consumable | Description |
|---|---|
| Improves Spell Save DC, making it easier to land spells. | |
| 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. | |
| For some encounters, you will want to go first. This elixir will ensure that it overcomes even |
|
| Makes it easier to maintain spell Concentration |
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 |
|---|---|---|
| Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits with attack rolls. | |
| Base | It's an easy way to ensure you land critical hits, especially good with |
|
| Base | It can help to kill an enemy faster if it is left with a few HP. | |
| Base | Excellent way to deal additional damage with reaction, early and mid game. | |
| Base | Decreases enemy ability score, free use, so worth getting it. | |
| Base | Excellent option for bonus temporary HP. It can also apply |
|
| Elite | It can be used to maximize the effectiveness of charisma-based skills, especially those relevant to the main character. | |
| Elite | Allows for easily pulling enemies together for effective use of the area of attacks. | |
| Elite | It can be used to save yourself from a deadly spell. | |
| Elite | Allows for freely casting a spell without resource limitation. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Stars Lore bard Build. Items are especially important as they take the build to the next level thanks to their unique effects.
Here are some recommendations on how to follow the gear picks:
- I recommend checking the Item Checklists or Interactive Map, depending on which is easier to use for you. This will help you track which items and when you should pick them.
- Gear for each slot is listed Best -> Worst. Generally, this means that you would start with lower gear recommendations (as they are available earlier) and upgrade to higher ones. However, in some cases, the best items can be obtained early, like
Titanstring Bow, and some others. - I mention Stat Sticks in caster and ranged builds. These are items that you do not use directly (like
Club of Hill Giant Strength,
Knife of the Undermountain King,
The Dead Shot, etc.), but their bonuses still apply to other weapon attacks or actions. - BiS - means best in slot item
- If an item is taken by another character, use the one with lower priority or even those from previous acts. If you want to have the best items for all builds, this will require planning, which is not for everyone.
Act 1
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
This is one of the best weapons in the game for supporting classes, especially those that might not even need to attack with weapons. If you can precast its |
|
| Extremely good weapon if you do not care about |
||
| Improves spell success chance, but I would prioritize this on other casters if you have them. | ||
| If you do not care about the unique effects, this is a go-to choice. The bonus Armour Class will help you avoid enemy hits and activate |
||
Ranged |
This is my go-to weapon for the early game on Bard. You will have limited spell slots, and attacking with a bow can keep you at a safe distance and give good use for a bonus action. | |
| Gives bonus initiative, allowing one to go earlier in combat. | ||
| It provides a substantial defensive boost by reducing critical hit damage. It also applies a |
||
| Decent shield if you got Absolute's Brand from |
||
| Gives a bonus to saving throws, easily accessible early in the game. | ||
Head |
A solid helmet that will deal 1d4 radiant damage if the enemy misses you. Moreover, it will also activate any |
|
| Improves movement speed, allowing one to reach important targets easily, early in the game. | ||
Cloak |
- | Nothing relevant for the build. |
Armor |
Get this armor; you will most likely not wear it before getting Druid multiclass for medium armor proficiency. Another option is to have the Githyanki race as a choice for Meidum Armor proficiency. | |
| The best armor before you get medium armor proficiency. | ||
Gloves |
One of the best gloves for builds that apply status effects via various damage sources. This will create |
|
| Defensive gloves that give damage resistance to those that the Bard heals. Perfect combo to be used with |
||
Boots |
The best boots in terms of offensive damage. They will give |
|
| One of the best boots, giving a total advantage for movement on difficult surfaces. It also gives |
||
| Excellent boots that improve movement capabilities, especially useful when you are running around with |
||
Amulet |
The best healing amulet in the early game. Use the spells together with |
|
| Grants |
||
| Gives a way to restore spell slots. | ||
Rings |
The best ring for a healer early in the game. This will apply |
|
| Excellent ring that will allow you to move around more. This is especially useful before you obtain |
||
| The bonus Armour Class is a great boost for survivability. This improves the chances of activating the |
||
| Gives +1 damage boost on 5 |
Act 2 - mid-game
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
- | Act 1 weapons are still your best options |
| Can summon a Wraith that helps in combat. | ||
Ranged |
- | Bows from the previous Act. |
| It can be useful to precast |
||
| Continues to be a solid option with its stacked bonus effects. | ||
| What makes this shield amazing is that by wearing it, you will be going first most of the time during encounters. This is a great way to apply |
||
Head |
Continues to be the best helmet option. | |
Cloak |
Because most of the enemies you come across will have |
|
| Improves survivability and Saving Throw success. You want to equip this cloak to maintain that good Armour Class. | ||
Armor |
The best armor for effectively utilizing the Radiant damage. | |
Gloves |
The core item of this build enables stacking Spell Save DC and using concentrationless control spells like |
|
Boots |
Still, the best boots for applying |
|
| Gives a bonus to armor class. | ||
Amulet |
Continues to provide good value, in case you want to have a healing option on hand. | |
| Excellent amulet for Honour Mode runs, reducing your chances of wiping. | ||
Rings |
Continues to be a solid option for movement speed. | |
| Gives |
||
| The ring is useful if you are buffing allies via healing. I would have this equipped if you have the |
||
| Applies |
||
| This ring can add additional radiant damage to |
||
| Adds |
Act 3 - Final Build setup
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
(BiS) |
The best item choice if you can precast |
| One of the best shields in the game. Overall, it serves more of a defensive role, giving advantages on Spell Saving Throws. | ||
| Continues to be one of the best options, in activating conditions and avoiding crit hits. | ||
Ranged |
Gives a solid boost to initiative. | |
| Improves initiative. | ||
Head |
Gives an easy way to inflict radiant damage, further applying various item effects. | |
Cloak |
It provides an increased chance of avoiding enemy attacks with attack rolls. | |
| As you will cover enemies with |
||
Armor |
(BiS) |
Continues to be the best armor choice |
Gloves |
(BiS) |
The core item of this build enables stacking Spell Save DC and using concentrationless control spells like |
Boots |
(BiS) |
Best offensive boosts, helping to build |
| One of the best boots makes it easy to move across various terrains and resist effects. | ||
| One of the best boots makes it easy to move across various terrains and resist effects. | ||
Amulet |
A solid defensive amulet to help resist spell effects. | |
| Can be used to restore spell slots. | ||
Rings |
Continues to be a solid option for movement speed. | |
| Although it does not work with |
||
| Further boosts Armour class, enabling you to avoid enemy attacks | ||
| Adds a |
Build Mechanics
In this section, I would like to dive deep into how to play the Stars Lore Bard 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.
Spirit Guardians as bread and butter
So the most important spell for the build is
Spirit Guardians, followed by
Gloves of Battlemage's Power. With the correct gear, I recommend that each enemy you touch will apply various status effects such as
Reverberation,
Prone, and
Radiating Orb.
So you are like a running Beyblade, damaging everything that you touch and also weakening their combat potential. Just remember the core items to make this work -
Luminous Armour,
Boots of Stormy Clamour, and
Gloves of Belligerent Skies (later replaced by
Gloves of Battlemage's Power).
The next step is you stack
Arcane Acuity, which will give you a very high Spell Save DC. Now you can cast control spells to disable foes. The main one, which I already mentioned multiple times, is
Command, which does not use concentration and outright puts enemies at your fingertips. Use
Command: Approach to force them to come into
Spirit Guardians and get forced debuffs without spending movement speed.
Revorb and status effects
The main highlight of the build is the sheer amount of status effects that you will be applying -
Reverberation,
Prone,
Radiating Orb,
Dazed, etc. This can greatly weaken foes and make them harmless to your group.
The main highlight, in my opinion, is
Reverberation. This at first weakens the enemy's strength, dexterity, and constitution saving throw proficiencies. As it stacks to 5, the enemy will get damaged with 1d4 thunder. This is finished by making the enemy
Prone if they fail a saving throw.
Once the enemy is
Prone, they are easy pickings for your melee characters and waste their precious movement speed to stand up. To get these effects consistently, be sure to use
Boots of Stormy Clamour and
Gloves of Belligerent Skies.
Tempestuous Flight
Taking a level 1 dip into Sorcerer unlocked one of the features that will greatly improve the build mobility -
Tempestuous Magic. This will allow you to fly at the cost of a bonus action, not use movement speed, and avoid opportunity attacks.
While flying, any enemies you touch with
Spirit Guardians will be affected by it. This is an excellent way to spread
Radiating Orb and debuff most of the enemies in the combat zone.
Healing and Buffs
Overall, healing should be limited and, in my opinion, used sparingly. My recommended spells are
Healing Word and
Mass Healing Word. Bard only gets the former and latter if you take it via Magical Secrets, which I do not recommend on this build, as it already has its uses. Still, you can use
Amulet of Restoration for that.
However, the major highlight is that those healing spells activate
The Whispering Promise ring, buffing your allies. This is very valuable early in the game, so that your party has a higher hit chance, making combat easier.
In addition, there is another item -
Hellrider's Pride, which you can use before you get the
Gloves of Battlemage's Power later in Act 2. The gloves will apply
Blade Ward when healing, making it easier for companions to resist damage.
Getting Sorcery Points
The build can use Sorcery points for various mechanics, like metamagic and
Eyes of the Dark: Darkness (if you are a shadow sorcerer). With 4 levels of sorcerer, this is pretty limited. You can work around this by using
Create Sorcery Points and consuming spell slots.
Spell slots are used to cast spells, so they are quite important. So, using all of them is quite expensive for Sorcery Points. However, there are 2 items in particular that give free spell slots:
Pearl of Power Amulet - restores up to a level 3 spell slot, so 3 sorcery points
Spellcrux Amulet - allows restoring up to a level 6 spell slot, but
Create Sorcery Points only works max on a level 5 spell slot.
So with these, you can get 8 Sorcery points every long rest, which is substantial and can help you use something like
Metamagic: Quickened Spell or
Metamagic: Extended Spell multiple times per long rest.
Of course, you can go crazy and use
Potion of Angelic Reprieve, which allows you to restore level 1-2 spell slots, where you can end up with 20 or even more sorcery points. However, I think this is overkill, and I avoid this mechanic.
Using metamagic
One of the core mechanics that sorcerers have and get an edge on other casters is Metamagic. The first actions are obtained at level 2, and you get more and more as you level up. Here are a few that I recommend:
Metamagic: Quickened Spell - allows casting spells with a bonus action, which is an extremely powerful option for Nova rounds, or just inflicting damage and control on the same turn.
Metamagic: Extended Spell - some control spells, like
Command and
Hypnotic Pattern, have short durations. By using this option, you can double it, making the control effect linger longer.
Metamagic: Twinned Spell - if the spell is a single target, it can now affect two targets -
Haste,
Command level 1, etc.
The main problem is that these require Sorcer Points, which are limited. As I covered, there are ways to get them via the
Create Sorcery Points mechanic.
Early Game Combat
This part would cover how the build plays up until level 6
- The early game can be hard on Bard, so use anything that you have on hand. A well-placed
Dissonant Whispers or
Faerie Fire can make the whole fight a cakewalk. The provided conditions give an easy advantage in hitting enemies for allies.
Healing Word is an excellent option for helping a
Downed ally. Also, if you get the
The Whispering Promise ring, use it to buff them with
Bless. This is a perfect option for those party members who use
Great Weapon Master: All In or
Sharpshooter: All In.- Use
Hand Crossbow +1 attacks to effectively use bonus actions, for additional damage and keep distance from enemies. - Use
Phalar Aluve to buff allies on more difficult fights with
Phalar Aluve: Melody. This is one of the best buffs in the game, which has a great area of effect range. - Don't forget to activate
Song of Rest for additional short rest, and prolong your combat potential throughout the day. - Once you reach level 5-6, you can start using level 3 spells -
Glyph of Warding or
Spirit Guardians. The latter is where all the build power comes if you have
Luminous Armour equipped.
Late Game Combat
This covers the combat options for the late game:
- Make sure to have
Starry Form: Dragon active, as this will give those important features that the build needs. - Use metamagic when needed. In some cases (although expensive),
Metamagic: Quickened Spell can be a lifesaver.
Here is the main sequence that you should use in the late game.
- The goal is to have
Spirit Guardians active before or when the combat starts. If you can do it before, this saves an action point - Cast
Phalar Aluve: Melody the
Phalar Aluve: Shriek version would be my recommendation here. - Hit as many enemies as you can, use
Tempestuous Magic: Flight to reach foes that are further away. - On the next turn or if you have
Hastened, cast
Command with a high spell save DC from
Gloves of Battlemage's Power. Use
Command: Approach to force enemies to come close. The higher spell slot you use, the more targets you can affect. Go for those that are further away, so that they would be easier to reach. A nice addition is
Metamagic: Extended Spell. - If you have a free bonus action, cast
Dazzling Breath to get more targets affected by your debuffs
Conclusion
Thank you for reading the Stars Lore Bard - Revorb Blender for Baldur's Gate 3. This is a perfect option for a cleric-like setup, with the main spellcasting stat as Charisma. This means that it can be a good party face while also disabling enemies in combat.
Cheers!
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