
Wildheart Barbarian Build - Tiger Aspect - Baldur's Gate 3 (BG3)
Contents
Wildheart Barbarian build - Tiger Aspect
This is one of the more interesting Barbarian builds that offers a very powerful role in the party composition. In general, this is a melee combatant that can somewhat act as a frontliner. On the other hand, it is a full-time debuffer, applying stacks of
Reverberation,
Prone,
Maimed, etc.
All of this is possible thanks to the
Aspect of the Beast: Wolverine and
Tiger's Bloodlust, which offer an easy way to activate conditions and also hit multiple enemies at the same time. The build gives a truly great satisfaction in how you approach combat and how enemy combat capabilities get destroyed.
As a Barbarian, it stops providing any important features in later levels, so the fighter will take it to the next level. Access to
Action Surge will give solid Nova round capabilities. Moreover, thanks to the Battle Master, you will also be able to further debilitate enemies via
Disarming Attack (Melee) or other manoeuvres.
So let's jump into the build!
Class Contribution
Here are what contributions and benefits you get from the class picks:
8 Wildheart Barbarian
Rage +
Rage: Tiger Heart for physical damage resistance, increased jump distance and ability to hit multiple enemies via
Tiger's Bloodlust, which is one of the core aspects of the build.
Tiger's Bloodlust allows for easy application of
Bleeding, which does not have a saving throw, and will allow stacking various debuffs.
Unarmoured Defence: extra armour class based on your constitution modifier
Reckless Attack for an easy way to gain an advantage on your attack rolls
Danger Sense - a slight boost on dexterity saving throws, which will help resist various slippery surfaces.
Extra Attack - gives an additional attack with the main action point.- Animal Aspects, which give further bonuses, the main ones are
Aspect of the Beast: Tiger or
Aspect of the Beast: Wolverine. The latter is my recommended pick. - Significant initiative boost via
Feral Instinct.
Land's Stride: Difficult Terrain - can easily move via various terrains, which would usually slow targets down.
4 Fighter Battle Master
Second Wind for a slight HP restoration, although most of the time it is more economical to use healing potions.- Fighting style, to give a slight stat boost.
Action Surge for an additional full action point, for a larger number of attacks.- Access to Battlemaster manoeuvres, my favourite ones -
Precision Attack,
Disarming Attack (Melee) and
Pushing Attack. There are many others to choose from, but these are my top 3.
Synergy with other builds
The build is a solid contender for many party compositions.
Cleric Choice
Wildheart Barb will eat into a lot of standard cleric setups, at least once you gain the
Callous Glow Ring. This is because you will want to use debuff items like
Luminous Armour,
Gloves of Belligerent Skies, etc. For this reason, the Life Fortress Life Cleric build works well with this one, giving buffs and occasional heals, without overlapping with items.
Still, if you want to run a standard cleric build together with Wildheart, you have other item options -
Gloves of Baneful Striking,
Luminous Gloves, etc. This does not impair your ability to debuff and provides various bonuses to your group.
Piercing setups
A powerful melee weapon option for the late game, the piercing damage type, namely,
Nyrulna,
Shar's Spear of Evening, etc. They can have their damage doubled in Act 3 thanks to the
Bhaalist Armour and its special passive effect -
Aura Of Murder. With this in mind, you can build your party around to significantly increase the damage output and trivialise many of the game fights
- Melee martials with piercing weapons - Bardadin, Battle Master, Sorcadin, Bladelock, or any other melee option. These can safely wear
Bhaalist Armour, meaning that
Aura Of Murder will always be active, and can be utilised by both other ranged and melee party members.
Controllers
Almost any party can benefit from good controllers that use
Hold Person,
Glyph of Warding: Sleep, or
Hold Monster. They guarantee a 100% critical chance and allow you to maximise the whole group's damage.
- Fire Sorcerer - one of the most reliable builds for this type of setup, with
Hat of Fire Acuity +
Scorching Ray to build
Arcane Acuity. After that, use the control spell with a 100% success chance. - Spellsword build - Sorcadin, Bardadin, Swords Bard Archer is the standard option for gish controllers, as they get access to
Band of the Mystic Scoundrel +
Helmet of Arcane Acuity for a very high spell success chance, and the already mentioned spell options. - Lorecerer - similar to Fire Sorcerer, can use the same combo and can easily apply total control. Sadly, it is just limited to
Hold Person and
Glyph of Warding. - Other caster-related builds - Lore Bard or even Arcane Trickster with access to unlimited scrolls. They get nice features that help them improve their spell success chance.
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 and can drastically change how the build works.
| Level | Class | Selection |
|---|---|---|
| 1 | Barbarian 1 | Abilities: Natural Strength setup: STR - 17 (15+2), DEX - 16 (15+1), CON - 14, INT - 8, WIS - 10, CHA - 8 Strength Elixir setup: STR - 8, DEX - 16 (15+1), CON - 14, INT - 8, WIS - 10, CHA - 17 (15+2) |
| Skills: Intimidation, any | ||
| 2 | Barbarian 2 | - |
| 3 | Barbarian 3 | Subclass: Wildheart |
| 4 | Barbarian 4 | Feat: |
| 5 | Barbarian 5 | - |
| 6 | Barbarian 6 | Animal Aspect: |
| 7 | Barbarian 7 | - |
| 8 | Barbarian 8 | Feat: |
| 9 | Fighter 1 | Fighting Style: |
| 10 | Fighter 2 | - |
| 11 | Fighter 3 | Subclass: Battlemaster |
| Manoeuvres: |
||
| 12 | Fighter 4 | Feat: |
Build Variations
Here are some variations that work similarly and utilise the same classes at their core.
| Setup | Description |
|---|---|
|
Allows to retain |
|
A more agile build, with two bonus actions and a perfect setup for dual-wielding. It is also extremely tanky thanks to the |
|
Suggested by a commenter, this is a great variation that concentrates on a single ability - Charisma. This way can activate |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Wildheart Tiger Barbarian 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 |
|
Gives a movement speed increase, which improves your overall positioning capabilities during combat. This isn't as important for ranged builds, but still relevant. |
Wood Elf |
|
|
Half-Orc |
|
A perfect fighter race gains additional rolls for critical hits, but most importantly, can stand up instead of being |
Dwarf Duergar |
|
Out of all small races, this would be my pick with a free damage increase via |
Zariel Tiefling |
|
A great race that offers unique looks and a few standout features. I recommend |
Githyanki |
|
A very versatile race that unlocks some good actions for combat and exploration. |
Class
| Overview | |
|---|---|
Barbarian |
|
| Features | |
| Unique action to Barbarians that boosts damage and gives physical resistance. Make sure to attack each turn to sustain the bonuses. | |
| Gives some utility to the Constitution when going with Barbarian. Sadly, the build relies on various armors so this will not be utilized to the full extent. | |
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 |
|---|---|---|
| Outlander | Athletics Survival |
Gives a boost to Athletics, which helps you resist |
| Soldier | Athletics Intimidation |
Gives a better chance to resist being |
Abilities
Now, let's take a look at the abilities of the Wildheart Tiger Barb 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 |
|---|---|
| Natural Strength Setup: Strength - 17 (15+2) Dexterity - 16 (15+1) Constitution - 14 Intelligence - 8 Wisdom - 10 Charisma - 8 |
This option is for those who would like to avoid using |
| Strength Elixir Setup: Strength - 8 Dexterity - 16 (15+1) Constitution - 14 Intelligence - 8 Wisdom - 10 Charisma - 17 (15+2) |
This setup is great to maximise your effectiveness, especially in Acts 1 and 2, with various stat increases. It also gives a significant stat boost early on. This does mean that your elixir slot will be used by |
Skills and Expertise
Overall, the skills should be impacted by your role-playing and background decisions. However, you would still want those who 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:
- Intimidation - helps with dialogue checks
- Survival - can help find diggable mounds
Leveling Progression - Levels 2-12
Here is the detailed progression for the Wildheart Barbarian 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 |
|---|---|
| Gives an advantage on Dexterity saving throws, helping with various surface effects and spells. | |
| Pretty good melee attack option, giving an easy advantage and increasing your chances of hitting |
Level 3
Subclass
| Overview | |
|---|---|
| Features | |
| Allows speaking with animals, without using any resources. | |
Bestial Heart
This is the core feature of Wildheart Barbarian, unlocking special variations of
Rage.
| Bestial Heart | Description |
|---|---|
| Tiger Heart | Unlocks |
Level 4
Feat
| Feat | Description |
|---|---|
| This would be my go-to pick for the feats, especially if you use |
|
| Ability Improvement - +2 Strength | This is a safer feat pick that does not give an attack roll penalty, and makes it easier to manage your hit chance early on, especially for newer players to the game. |
Level 5
| Feature | Description |
|---|---|
| Allows for additional attack time, giving a significant damage per turn boost. | |
| Gives 3m movement boost. |
Level 6
The highlight of this level is the newly unlocked feature Animal Aspect, which further improves your unique capabilities.
| Animal Aspect | Description |
|---|---|
| This is an extremely powerful feature that will allow you to easily apply the |
|
| This is a less important feature, as it only gives increased attack rolls. Still, the bonus can help to manage |
Level 7
| Feature | Description |
|---|---|
| Excellent passive that gives a significant initiative boost and helps avoid the |
Level 8
Here are the subclass features that you gain:
| Feature | Description |
|---|---|
| Does not slow you down when moving through difficult terrain. |
Feat
| Feat | Description |
|---|---|
| Ability Improvement - +2 Strength | Take the one which you did not take at level 4 |
Level 9 - Fighter Lv 1
Now the build takes its first multiclass into a fighter. This will give some nice features, as a barbarian will not give as many benefits going further. To multiclass, click the button when levelling up and choose the appropriate class:

Class
| Overview | |
|---|---|
Fighter |
|
| Features | |
| You can use this to heal yourself in tight encounters, to get a little bit more of survivability. | |
Fighting Style
| Style | Description |
|---|---|
| Effective stat boost compared to other fighting style options, as a result, improving armour class. |
Level 10 - Fighter Lv 2
| Feature | Description |
|---|---|
| The iconic action of a fighter is extremely popular for its simplicity and effectiveness. You get additional action with full bonuses from |
Level 11 - Fighter Lv 3
The level unlocks a subclass, which will give improved capabilities for single-target damage and conditions
Subclass
| Overview | |
|---|---|
Battle Master |
|
| Features | |
Superiority Dice |
These dice give bonus 1d8 damage, can be used 4 times, and are reset each short and long rest. Easy damage increase and improved battlefield control. |
Manoeuvre
Choose 3:
| Manoeuvre | Description |
|---|---|
| One of the key options to make a fighter very powerful in early games. Once you obtain the |
|
| Very powerful action, which allows them to disarm foes and force them to drop their weapons. | |
| Excellent option, for when you need to push off an enemy from a ledge, or into a difficult area like |
|
| Only the ranged option is worthwhile, which gives infinite |
Level 12 - Fighter Lv 4
The last level gives a few feat options
Feat
The feat selection is amazing, go for what you find the most relevant, I don't think there are wrong picks here:
| Feat | Description |
|---|---|
| A straightforward feat that gives a significant boost to each damage roll that you do, including damage riders. | |
| Excellent choice if you have skipped Auntie Ethel Hair for +1 strength. Moreover, it gives a significant jumping boost, increasing the barbarian's mobility. | |
| In essence, this can give an additional attack if you position yourself and party members correctly. |
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.
Strength - natural setup
So this ability score is quite important, and as we talked already, there are a few main ways to maximize it:
- 17 Strength - the base from character creation.
- Act 1 - Auntie Ethel Hair - you will want to get +1 Strength if you pick this choice.
- Feat - Ability Improvement - +2 Strength.
- Act 2 - Potion of Everlasting Vigour - +2 Strength.
- Feat 2 - if not taken Auntie Ethel Hair, then you can take
Athlete: Standing Up and get +1 Strength - Act 3 - Mirror of Loss - pick +2 Strength.
This results in 24 Strength, with a +7 modifier, which can only be higher with the
Elixir of Cloud Giant Strength.
Charisma - if running strength elixirs
If running a strength elixir setup, you can allocate more points into spellcasting modifier, which helps to improve damage via
Arcane Synergy.
- 17 Charisma - the base for character creation.
- Act 1 - You can take Auntie Ethel Hair for +1 Charisma. However, there is another option to get Charisma +1 later in Act 3, via Patriar's Memory. I leave this up to you.
- 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.
With all of these bonuses, you will have +6 damage via
Arcane Synergy, which is quite significant. If you use a piercing weapon and
Bhaalist Armour, this gets doubled.
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 |
Coatings
These are short-term coatings, used on the weapon. Only one can be activated at a time:
| Consumable | Description |
|---|---|
| The attack roll bonus is pretty good, which improves your chances of hitting. | |
| Helps with attack and damage rolls. | |
| Can put foes |
|
| Can apply |
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 |
|---|---|
| As you will be able to easily kill at least the weakest foe, this ensures additional attacks per turn. This is the strongest elixir option in most cases. | |
| Sets the strength value to 21 until the Long Rest. This is a perfect option for the early game, while you are limited to 18 Strength. Here is a farming guide for Elixir of Hill Giant Strength. | |
| Sets the strength to 27. Excellent option to be used in case, |
|
| Provides bonus damage of 1d4 and some other good bonuses. | |
| Reduces the requirement for critical hit rolls. | |
| For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. However, if you have |
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 when you need an instant damage boost. | |
| Base | It can help to kill an enemy faster if it is left with a few HP. | |
| Base | It can help give a slight damage boost. The main issue is that this cannot be activated outside of combat, so you will have to use an action point. | |
| Base | Excellent way to deal additional damage with reaction, early and mid game. | |
| Base | Decreases enemy ability score, free use, so worth getting. | |
| 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 | 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 Wildheart Barb 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
Dual Wield options
This can be used to gain a source of radiant damage pretty early via
Shining Staver-of-Skulls.
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
A decent weapon that allows for a fairly early radiant damage source to activate |
|
| Excellent off-hand weapon that improves damage. | ||
| A very powerful weapon, which can deal significant damage to multiple full-health targets. |
Two-Handed Options
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
Enables an easy activation of |
|
| Gives a very easy advantage option, greatly increasing hit chance. | ||
| One of the best early game weapons with a boost to attack rolls against enemies that have already received damage. | ||
| Excellent sword, which has a powerful |
||
| A solid greatsword option with special shield action. |
Other Items
| Slot | Item | Description |
|---|---|---|
Ranged |
The higher initiative bonus will allow you to start your turn earlier. Later, once you get |
|
| Gives easy Advantage against monstrosities for all weapon attacks. | ||
Head |
This would be the best item in terms of damage if you have high Charisma and are going with the |
|
| Solid headwear option, which can help activate various item effects when enemies are trying to hit you | ||
| It can be an easy source of |
||
| Provides increased speed at the start of the combat. | ||
Cloak |
The only option in Act 1 that is okay is to provide once-per-turn invisibility. | |
Armor |
The recommended armor choice. You may not have much use for it now, but it will synergize extremely well with |
|
| Powerful armour from Grymforge, which is best worn with at least 14 Dexterity, to get Bonus Armour Class, making it equal to Heavy Armour. | ||
| This can be equipped when starting the game by taking it from Lae'zel. It's a very solid option with a high Armour Class. | ||
Gloves |
Gives an easy way to apply |
|
| Enables weakening enemies, for various spell and condition effects, easily. | ||
| Gives an easy advantage on attack rolls, helping to maintain the |
||
| Easy to obtain gloves, for debuffing and weakening your targets. | ||
Boots |
You really want to equip these boots and never change them. This will be your main |
|
Amulet |
One of the best amulets in terms of direct damage boost. | |
| The amulet can help avoid death. | ||
| Gives an easy way to apply vulnerabilities via a bonus action. | ||
| Does not require you to use Spell Slot to cast Misty Step, to either get away or reserve a better throwing position. | ||
Rings |
Gives a solid movement speed boost. | |
| Provides 2 damage increase on each weapon hit, making it a good choice in Act 1. It is very expensive, so be sure to pickpocket some traders. | ||
| Gives defensive bonuses to Armour Class and Saving Throws. |
Act 2 - mid-game
Although I recommended some dual-wield options, once you get
Callous Glow Ring, I would recommend switching to two-handed weapons as they will be a rather more powerful option.
| Slot | Item | Description |
|---|---|---|
Melee (Two-Handed) |
||
| Almost mandatory weapon to have. Use its special action |
||
Ranged |
Although not mandatory, this bow is useful as it can apply |
|
Head |
- | Same headwear as from the previous act. |
Cloak |
Improves survivability and Saving Throw success. | |
| Helps to absorb elemental damage, which can then improve your weapon attacks. | ||
| As many enemies will get |
||
Armor |
The best armour in terms of applying conditions and debuffs. | |
| Alternative armour option | ||
Gloves |
Continues to be the best glove option. | |
| Alternative glove option, in case |
||
Boots |
Bonus armour class for higher survivability. | |
| Continues to be one of the best boot options. | ||
Amulet |
Continues to be the best amulet in terms of damage boost. | |
| The only amulet that can indirectly help to maximize damage, as you make a humanoid enemy |
||
| An alternative to the amulet above gives bonus survivability and allows casting |
||
Rings |
One of the most important items for the build. The radiant damage rider will activate |
|
| Excellent source of |
||
| Go to the ring option if the party uses |
||
| Gives an easy bonus damage when being at least |
||
| - | Rings from the previous act. |
Act 3 - Final Build setup
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
I would say this is the best weapon for the build. It comes with an innate thunder damage rider, offers +3 enchantment, gets good weapon actions, and other goodies. | |
| Solid weapon option, if you want something alternative. It is not as powerful as piercing weapons + |
||
Ranged |
Gives a solid damage boost for critical hits, even when using melee weapon attacks. | |
| Gives -1 requirement for critical hit, giving a slight boost to average damage. | ||
Head |
Simple and solid helm option with a direct damage boost. | |
| Continues to be a powerful option, if you are running strenghth elixirs and high Charisma. | ||
| Allows for obtaining additional bonus action for more attacks. This requires being at 50% HP or lower, so feel free to use something like |
||
| Excellent helmet, gives immunity to |
||
| Gives critical hit immunity, bonuses to armour class and saving throws. | ||
Cloak |
The strongest cloak in the game, with a significant boost to defensive capabilities. | |
Armor |
These are the best armours to use. |
|
Gloves |
Continues to be the best glove option. | |
Boots |
Continues to be the best boot choice for the build. | |
Amulet |
Solid damage boost into the late game. | |
| Excellent amulet for boosting health pool and increasing constitution stat. You can respec and set CON to 8 and increase any other ability. | ||
| Great defensive amulet that gives advantage on mental saving throws. | ||
Rings |
(BiS) |
The core ring makes the build work. |
| Easy source of |
||
| - | Any of the previous acts rings |
Build Mechanics
In this section, I would like to dive deep into how to play the Wildheart Barbarian 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.
Drakethroat Glaive to apply different elements
Drakethroat Glaive is one of those wondrous weapons that you should be using each playthrough. There are no downsides to using it, and it gives a big improvement on what you can do with your builds, besides the damage.
There are a few ways you can apply it:
- The easiest way is to drop your item and cast
Draconic Elemental Weapon on it while having
Drakethroat Glaive equipped. - You can use Sorcerer to apply
Metamagic: Twinned Spell and target two weapons. - If you are using
Shadow Blade, the weapon cannot be dropped, so use an ally to cast it on you.
This results not only in easy damage boost, but also you can activate
Gloves of Belligerent Skies in case you do not have
Callous Glow Ring yet.
Stacking Conditions
The Tiger aspect is perfect for stacking conditions - it hits multiple enemies, has innate
Bleeding, and can be used freely. Here is a list of things that will help you stack conditions:
Bleeding - comes from
Tiger's Bloodlust
Reverberation - will come from both
Gloves of Belligerent Skies and
Boots of Stormy Clamour
Prone - comes from multiple stacks of
Reverberation
Maimed - gets applied with
Aspect of the Beast: Wolverine
Radiating Orb - comes from
Luminous Armour
So as you can see, this gets crazy pretty fast.
Use Tiger Bloodlust to break items
With the
Rage: Tiger Heart, you unlock the multihit
Tiger's Bloodlust. It is a very powerful feature that allows hitting multiple enemies or objects... The silly thing is that you can drop items like
Void Bulb on the ground and destroy them with the same attack. This will pull any other enemies nearby.
As you can guess, everyone will be close by, and you can hit them with your attacks and stack various debuffs.
Force enemies to skip turns
With all the conditions, you can end up with a very powerful disabler for enemies -
Maimed +
Prone. The former reduces movement speed to 0, while the latter requires movement speed to stand up. This means that if both of these are active, enemies skip turns.
It's pretty easy to get the required stacks for
Prone via
Reverberation and your normal attacks. Sadly, many strong enemies or bosses are immune to
Prone, so be mindful of that.
Managing Great Weapon Master
The most important aspect of most two-handed builds is correctly utilizing
Great Weapon Master: All In and its -5 attack roll penalty. By putting effort into minimising the debuff, from level 4, you can get 10 flat damage boosts, making most of the enemies a cakewalk.
Bless from a Cleric or a Paladin, for a 1d4 bonus.- Spells like
Faerie Fire, and
Blindness give an advantage to attackers.
Oil of Accuracy or
Diluted Oil of Sharpness, for a 1 and 2 attack roll bonus.
Gloves of the Growling Underdog - can be obtained in Goblin Camp and give an advantage for attack rolls.
Phalar Aluve: Sing gives 1d4 to attack rolls.
Now, if you want more in-depth information, I have a guide covering how to increase attack rolls, which lists a lot of options and combinations. You can then pick the bonuses based on your party setup.
BOOOAL's Benediction
The
BOOOAL's Benediction is a very powerful buff that gives an easy advantage on
Bleeding targets. As you remember,
Tiger's Bloodlust gives a guaranteed condition. So your next attack will get advantage without needing any other preparation or actions.
This can be obtained inside the
Festering Cove. You will need to sacrifice one of the companions to
BOOOAL (Lv. 4) to permanently gain this debuff. Sadly, you cannot sacrifice Hirelings, Minthara or Halsin.
Early Game Combat
This part would cover how the build plays up until level 6:
Rage is a very powerful tool, early on, giving physical damage resistance, which many of the enemies will have.- Use the
Reckless Attack reaction to land an attack in case it misses. - Once you reach level 3, try to hit multiple targets with
Tiger's Bloodlust. This will not only inflict significant damage but also apply
Bleeding. - With
Great Weapon Master: All In (if you go for it),
Tiger's Bloodlust will still gain its bonus damage. Moreover, you will have a single-target bonus action attack via
Great Weapon Master: Bonus Attack. - With
Aspect of the Beast: Wolverine your normal attacks on
Bleeding will be even deadlier.
Late Game Combat
This covers the combat options for the late game:
- Try to apply
Maimed on targets with
Prone. This can be done via normal attacks on
Bleeding targets, thanks to the
Aspect of the Beast: Wolverine. - With the fighter unlocked, you can easily guarantee that your first hit lands with
Tiger's Bloodlust by activating
Precision Attack. This will ensure you deal serious damage, while also applying conditions - Use
Reverberation stacks to
Prone targets that have
Maimed to force them to skip their turn. - I like
Disarming Attack (Melee) as it can deal easily with some powerful opponents in Act 3.
Action Surge for whenever you need to fully disable a group of enemies, or just concentrate your damage on a single one.
Conclusion
Thank you for reading the Wildheart Tiger Barbarian build for Baldur's Gate 3. It's a very powerful frontline combatant that takes the role of a debuffer and a tank. With full-fledged physical damage resistance and multiple conditions, enemies will be limited in their combat capabilities, while your allies can safely destroy them.
Cheers!
Credits
- Bluemajere for suggesting the class split of the build and optimal setup.
- Special thanks to Remus71 and his vast knowledge of various mechanics. Check his videos, for advanced mechanics if you want to go all-in on some crazy stuff.
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Wood Half-Elf
Wood Elf
Half-Orc
Dwarf Duergar
Zariel Tiefling
Githyanki
Barbarian
Fighter
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Melee (One-Handed)
Ranged
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