
Swarmkeeper Build - Sanctifier of Swarms - Baldur's Gate 3 (BG3)
Contents
- Swarmkeeper Ranger Build - Sanctifier of Swarms
- Synergy with other builds
- Leveling Overview
- Starting the Game - Level 1
- Leveling Progression - Levels 2-12
- Maximizing Ability Scores
- Potions, Elixirs, and Consumables
- Illithid Powers
- Equipment Recommendations
- Build Mechanics and Interactions
- Build Combat loop
- Conclusion
Swarmkeeper Ranger Build - Sanctifier of Swarms
Swarmkeeper is a new subclass that offers a new option for ranger playstyle. The main highlight is probably its Gathered Swarm ability, offering a choice between -
Legion of Bees,
Cloud of Jellyfish and
Flurry of Moths. These give a slight boost in damage, allow teleporting or applying debilitating effects, depending on your choice.
Legion of Bees will play an important role in forcing positions on enemies.
This can then be mixed with
Writhing Tide, allowing it to freely move on difficult terrains, without receiving any negative effects. Together, these unlock a pretty neat playstyle, where you can fight in
Spike Growth or outside, and punish enemies that try to leave it.
The next step is one of the weapon options. My recommendation is to use
Elixir of Hill Giant Strength, as it enables the use of weapons like
Sorrow,
Nyrulna, effectively.
Sorrow is especially attractive option as it comes with
Sorrowful Lash, allowing you to pull enemies. I guess you can see where this is going. The Swarmkeeper creates a deadly spike field and either pushes or pulls enemies inside it, so they receive damage and waste their movement speed.
The build has a lot of customisation, from full debuffer with
Luminous Armour,
Boots of Stormy Clamour, to damage maximiser using
Bhaalist Armour and
Nyrulna. So the setup offers a truly unique playstyle and utilises underused mechanics.
I recommend checking the mechanics section to better understand the intricacies and nuances the build has, and better understand how to use it well.
So let's jump into the build!
Class Contribution
Here are what contributions and benefits you get from the class picks:
7 Swarmkeeper Ranger
- Minor features, and spin on roleplay via Favoured Enemy and Natural Explorer selections
- Selection of Fighting styles, to slightly improve combat capabilities
- Spell slots for casting spells -
Ensnaring Strike,
Spike Growth, etc. Decent spells for progressing through the game. - Gathered Swarm - choice of different swarms -
Cloud of Jellyfish,
Flurry of Moths and
Legion of Bees.
Prey's Scent is an upgraded version of
Hunter's Mark for your swarms, to deal additional damage.- Additional spells -
Faerie Fire,
Mage Hand,
Web, etc.
Extra Attack for improved weapon combat performance.
Writhing Tide - enables you to freely move on various surfaces without incurring their effects and weakening or damaging you.
4 Cleric
Here you have various options for the subclass. My main recommended contenders are:
- Nature (
Thorn Whip) - Light (
Warding Flare,
Radiance of the Dawn) - Tempest (
Wrath of the Storm,
Destructive Wrath)
I will cover the subclass selection later in the post, but overall, all of them are solid contenders.
Base features
- Proficiencies in a wide array of armours and weapons.
- Choice of Deities, to unlock new dialogue choices
- Access to support spells like
Healing Word,
Mass Healing Word,
Sanctuary, etc.
Aid to empower the ally's survivability with a solid HP boost each long rest.- Can apply wet status for other casters with
Create or Destroy Water, helping to make enemies vulnerable to Lightning and Cold damage. - Large array of prepared spells -
Blindness,
Hold Person,
Command and others
1 Sorcerer
- Provides Constitution Saving Throw proficiency, which will help maintain spell concentration.
- Access to
Shield, which is an excellent, cheap survivability boost if the situation demands it. The +5 Armour Class is a huge boon, allowing you to avoid deadly attacks. - Access to cantrips -
Friends,
Booming Blade, which are great all around. The latter is especially good if you do melee attacks, as it is a free damage boost.
Minor Illusion can be used to outright break encounters by forcing enemies into groups before the fights start.
Build Variations
Here are some variations that work similarly and utilise the same classes at their core.
| Setup | Description |
|---|---|
|
This variation offers |
Synergy with other builds
The build goal is to apply ground effects and fight either inside or outside of them. This does limit the potential of synergetic builds, as
Spike Growth can chip away at your ally's health. Of course, this can be circumvented with
Land's Stride: Difficult Terrain and
Helldusk Boots to some degree.
Notice about Clerics
If you party has a cleric, especially one that utilizes
Spirit Guardians, you might have significant item overlap. For example
Luminous Armour,
Boots of Stormy Clamour are items that the cleric would want.
This does not mean that you cannot use the build.
Piercing Setup
Here, I mainly recommend Archer options, especially if you will obtain
Bhaalist Armour. You can equip the armour and stand on the frontlines to apply
Aura Of Murder, while your ranged characters chip away with double damage.
- Ranged builds deal piercing damage - Hunter Ranger, Arcane Archer, Sword Bard Archer, Gloomstalker Assassin, etc. Of course, they can also have
Bhaalist Armour equipped, but this increases their risk, and also applies
Threatened, which reduces attack rolls. - Melee martials with piercing weapons can also be effective, if they stand close to the
Spike Growth or walk on it. This does inflict damage, but late in the game, they can safely take a few ticks - Bardadin, Battle Master, Sorcadin, Bladelock, or any other melee option.
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.
Cold and Lightning casters
The side effect of this build is that it has access to
Create or Destroy Water. This is not the main function that it will use, but it can play a significant role in boosting the party damage (and yours) for lightning and cold spells via
Wet.
- In terms of cleric choices Tempest Cleric is the best pick. They get
Call Lightning and more theme-related spells + effects to utilize
Wet conditions. - Sorcadin with access to
Lightning Bolt. - And.... Many of the Sorcerer variations - Storm Sorcerer, Talos Dragonling Build, etc. Bladesinger is another option, as it has access to all standard caster spells.
- My personal favourite - Abjuration Wizard Tank. It deals cold damage with
Armour of Agathys. Of course, as a wizard, it can still cast all the Cold/Lightning spells. But it might need to walk on the
Spike Growth, which would eat away its
Arcane Ward.
Difficult Terrain effects
Few classes can freely walk on
Spike Growth, thanks to
Land's Stride: Difficult Terrain. So these have a perfect synergy:
- Circle of Land Druid, although it is a caster, so it can stay further away.
- Beast Master Ranger - can move freely on these surfaces, and it has flying companions.
- Hunter Ranger - ranged build, that can still walk on these surfaces
- Wildheart Barbarian - a frontline character that is perfect for these kinds of situations
Leveling Overview
Here is a concise table with all the main picks during your levelling 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 | Ranger 1 | Favoured Enemy: |
| Natural Explorer: |
||
| Abilities: +1 Dexterity Auntie Ethel Hair: STR - 8, DEX - 17 (15+2), CON - 14, INT - 8, WIS - 16 (15+1), CHA - 10 No Auntie Ethel Hair: STR - 8, DEX - 17 (15+2), CON - 15, INT - 8, WIS - 16 (15+1), CHA - 8 |
||
| Skills: Any | ||
| 2 | Ranger 2 | Spells: |
| Fighting Style: |
||
| 3 | Ranger 3 | Spells: |
| Subclass: Swarmkeeper | ||
| Gathered Swarm: any, my recommendation |
||
| 4 | Ranger 4 | Feat: |
| 5 | Ranger 5 | Spells: |
| 6 | Ranger 6 | Favoured Enemy: |
| Natural Explorer: |
||
| 7 | Ranger 7 | Spells: any |
| 8 | Respec Character: Level 1 - Sorcerer 1 Level 2-8 - Ranger 7 |
Cantrips: |
| Spells: |
||
| Subclass: any | ||
| 9 | Cleric 1 | Cantrips: |
| Subclass: Light Domain | ||
| 10 | Cleric 2 | - |
| 11 | Cleric 3 | - |
| 12 | Cleric 4 | Feat: Ability Improvement - +2 Dexterity or |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Swarmkeeper 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. It will be especially useful for this build where you will want to either push or pull enemies at a precise angle. |
Wood Elf |
|
|
Half-Orc |
|
A perfect fighter race gains additional rolls for critical hits, but most importantly, can stand up instead of being |
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. |
High Half-Elf |
|
These picks are relevant mainly for the |
High Elf |
|
Class
| Overview | |
|---|---|
Ranger |
|
| Rangers are unrivaled scouts and trackers, honing a deep connection with nature in order to hunt their favoured prey. |
Favoured Enemy
This is a set of abilities unique to the Ranger class. Based on your selection, you can get new spells or unique effects against specific enemy types. Generally, anything works here based on your role-playing choices. I would choose:
| Passive Feature | Description |
|---|---|
Natural Explorer
You also get these nature-related boons for the Ranger. These are based on the class experience in nature and how it can survive in different conditions.
| Feature | Description |
|---|---|
| A free Sleight of Hand proficiency, helping to cover more skill options. |
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 |
|---|---|---|
| Criminal | Deception Stealth |
Gives useful proficiencies both for dialogues and stealth. |
| Entertainer | Acrobatics Performance |
Utilizes Dexterity for Acrobatics and helps with Performance checks. |
| Folk Hero | Animal Handling Survival |
Roleplay-friendly pick, as the skills are Wisdom-based, and feats neatly fit into the playstyle. |
| Guild Artisan | Insight Persuasion |
Insight works with Wisdom, and Persuasion is a good addition for dialogues. |
Abilities
Now, let's take a look at the abilities of the Swarmkeeper build. Correct allocation will allow you to maximise 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 |
|---|---|
| With Auntie Ethel Hair +1 Dexterity: Strength - 8 Dexterity - 17 (15+2) Constitution - 14 Intelligence - 8 Wisdom - 16 (15+1) Charisma - 10 |
This is my recommended setup, which would enable me to maximise Dexterity. For some weapons, like |
| No Auntie Ethel Hair: Strength - 8 Dexterity - 17 (15+2) Constitution - 15 Intelligence - 8 Wisdom - 16 (15+1) Charisma - 8 |
This option means you will need to round up both Dexterity and Constitution with the Ability Improvement feat. This is still a good setup, but it results in a lower Dexterity value overall. It is not a problem if you use |
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:
- Athletics
- Investigation
- Stealth
- Animal Handling
- Survival
Leveling Progression - Levels 2-12
Here is the detailed progression for the Swarmkeeper 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.
Spells
| Spell | Description |
|---|---|
| Together with |
|
| Excellent spell to utilise a bonus action in the early game. It provides easy bonus damage to help with combat. |
Fighting Style
| Style | Description |
|---|---|
| Gives armour class boost, increasing the chances to avoid attacks. |
Stocking on the Elixir of Hill Giant Strength
Well, there is a trick early in Act 1, after you reach the first settlement -
Druid's Grove. There, you can stock up on some powerful potions for Acts 1 and 2 -
Elixir of Hill Giant Strength.
What do they do? They increase the Strength to 21 until a Long rest. More or less, this negates any need to have an investment in Strength if you plan to use it till the late game. This enables using various two-handed weapons, not just Finesse ones, and maximizes combat potential in the early game.
This is somewhat gimmicky, however, if you are interested, here is a guide on how to farm Elixir of Hill Giant Strength.
Level 3
Spells
| Spell | Description |
|---|---|
| Make sure that at least one member in the party has this spell. It enables buffing everyone in the group without using spell slots for free movement speed. |
Subclass
| Overview | |
|---|---|
| Features | |
| Your swarms deal additional damage against targets marked by |
|
| Pretty nifty cantrip, that can be extremely useful to throw various items or interact with the world. | |
| It can help to gain an easy Advantage, albeit expensive to use for the Swarmkeeper build. | |
Gathered Swarm
| Swarm | Description |
|---|---|
| This swarm will be particularly useful to control enemy positioning via pushing and inflicting piercing damage. | |
| In case your party relies on |
|
| Deals Psychic damage, which, late in Act 2, can be doubled with |
Level 4
Feat
| Feat | Description |
|---|---|
| A very powerful feat, that greatly improves combat capabilities. The main problem is the penalty to attack rolls. However, this can be negated by disabling the effect or getting various bonuses. I recommend checking the Attack Roll Guide on how to maximise your hit chance. | |
| Ability Improvement - +2 Dexterity | Might be a simpler option if you don't want to manage attack rolls, especially if you run Finesse weapons like |
Level 5
| Feature | Description |
|---|---|
| This allows attacking two times instead of one, theoretically doubling the build's damage output. | |
| A decent spell, that can force enemies to be stuck in place and reduce their movement speed. |
Spells
| Spell | Description |
|---|---|
| This will be one of your main spells for most of the game. It has special interactions with various items found throughout the game, slows enemies and inflicts damage. |
Level 6
Favoured Enemy
To be fair, any option works here, as they have a minor impact:
| Feature | Description |
|---|---|
| This choice is here thematically, while |
Natural Explorer
| Feature | Description |
|---|---|
| Gain fire resistance, which is the most widely used element. |
Level 7
| Feature | Description |
|---|---|
| This will be one of the core features of the build, allowing you to freely walk on various surfaces, specifically |
Spells
| Spell | Description |
|---|---|
| Any | To be fair, the core spells from Ranger are already taken, so pick anything you fancy - |
Change Swarm
In general, this is the last level to switch Swarms (after that, you will need to do a respec). So if you have decided on what you like specifically, this is the time to choose. For example,
Legion of Bees will now not be as useful, as you will mainly try to "pull" enemies instead of pushing. Still, there will be situations where the latter is still an option.
Or if your party utilises plenty of
Wet, a
Cloud of Jellyfish will give a decent damage boost per turn and also weaken Dexterity Saving Throws.
Level 8 - 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 the first, level 1 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.
- Access to the defensive spell
Shield. - Additional cantrips such as
Friends,
Booming Blade, etc.
Class
| Overview | |
|---|---|
Sorcerer |
|
| Features | |
Spell Slots |
These can be used to cast spells and are restored each long rest. |
Cantrips
Take those cantrips that do not rely on damage as they will be using the Charisma modifier, which will be low for Ranger.
| Cantrip | Description |
|---|---|
| As this build aims to use melee attacks, |
|
| Gives a light source, making it easier to activate |
|
| A powerful cantrip that can help lure enemies to one place before combat. Then you can exploit this for area of effect spells or attacks to inflict large amounts of damage or control. | |
| This can be situationally useful, especially as the main character. The main problem is that if it is cancelled near the target NPC, they will attack. So only do that once you are further away. |
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
Here is the hard part. It's truly hard to recommend anything specific here, as none of the subclasses bring a huge twist to the build. Overall, go with something that feels the most relevant to you. Here are a few variants:
- Storm Sorcery - gives access to
Tempestuous Magic for additional mobility - Shadow Magic -
Strength of the Grave can be a pretty neat and useful passive. - Wild Magic - if you are into some randomness
- Draconic Bloodline - I would say this is the weakest option, maybe
Draconic Ancestry: White (Cold) would be the most useful for
Armour of Agathys
| 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 Ranger. Wisdom will still be the main spellcasting stat.
Skill Proficiencies
Pick anything, if the main character, I would prioritise the Charisma ones
Continue levelling into Ranger Lv 1-7
Once you are done with the first level of sorcerer, you can multiclass back into Ranger:
Now you can go through levels 1-7 of Ranger with the same (or different) choices as before.
Level 9 - Cleric Lv 1
This is where things will start going to the next level, with more spells and features.
Multiclass into Cleric

Class
| Overview | |
|---|---|
Cleric |
|
| Clerics are representatives of the gods they worship, wielding potent divine magic for good or ill. | |
| Features | |
Spell Slots |
These can be used to cast spells and are restored each long rest. |
| Unique spell list accessible based on your cleric subclass. | |
Cantrips
| Cantrips | Description |
|---|---|
| Especially recommended if you are the main character, as it will help with Intimidation checks. | |
| The most important cleric cantrip, which improves various ability rolls, works on yourself and party members. | |
| Any | Can take anything as the third option, |
Subclass
Here you have lots of options to choose from, and they depend on which aspects of the build you wish to emphasise. Here is a short overview:
- Light - comes with
Warding Flare and
Radiance of the Dawn - Nature - probably fits them the most thematically, comes with
Thorn Whip cantrip, which can help pull foes closer. - Tempest - although you do not use lightning spells, you could activate them via scrolls, which would allow you to utilize
Destructive Wrath for significant damage, if your party utilises the
Wet mechanic. - War -
War Priest can be a great option for additional attack with a bonus action, and
Guided Strike is great in case you need a large boost to attack rolls.
Going with the theme of the build of "Sanctified":
| Overview | |
|---|---|
Light Domain |
|
| Features | |
| Allows you to impose a disadvantage on enemy attack, this is an easy way to have a chance of avoiding enemy attacks. | |
| Excellent cantrip that will be useful in dark areas, especially Act 2. | |
| A situationally useful spell, however, it's nothing fancy. | |
| Excellent spell that you can use to enable attack roll advantage for your allies, useful in the early game. | |
Deity
Here are a few recommendations for deities: Helm, Lathander, Eilistraee, and Mielikki.
Abilities
Take anything
Level 1 Prepared Spells
| Spells | Description |
|---|---|
| Use this spell to make the ally untouchable, for example, if they have low HP, or you want to divert the enemy's attention. | |
| Excellent spell to keep on hand. It can be useful when allies cast Cold or Lightning spells to double their damage. | |
| One of the strongest spells in the game, giving a concentrationless control option to disable an enemy. You can use |
|
| Although you are not a healer, having a bonus action fallback in case an ally goes down is good. |
Level 10 - Cleric Lv 2
| Action | Description |
|---|---|
| Excellent against undead enemies, making them run away. | |
| One of the better cleric actions, it can deal a decent amount of radiant damage in a large area. Also removes any Darkness. |
Level 11 - Cleric Lv 3
| Spells | Description |
|---|---|
| A separate summon, that can be a great distraction and deals some damage. However, it pales to other spell options, especially as you get to higher levels. | |
| Excellent attack spell, that also works well with |
Level 2 Spells Recommendations
Here are recommendations for spells to be prepared
| Spell | Description |
|---|---|
| A powerful spell that I recommend casting on targets which have a decent amount of HP, and you have a success chance of 80%+. This paralyses them and gives a guaranteed source of critical hits. | |
| Concentrationless spell, that can disable your biggest nemesis - ranged enemies, and force them to move closer. |
Level 12 - Cleric Lv 4
Cantrips
Take anything
Feat
| Feat | Description |
|---|---|
| Ability Improvement - +2 Dexterity | This option is the best choice if you plan on using Finesse weapons or want to maximise your armour class using |
| Ability Improvement - +2 Wisdom or +2 Concentration | I would recommend this choice if you are using |
| The feat can be situationally useful if you will be staying close to another ally. Another aspect is that your weapons will also have long reach (if you use |
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.
Dexterity
So this ability score is quite important, and as we talked already, there are a few main ways to maximize it:
- 17 Dexterity - the base from character creation.
- Act 1 - Auntie Ethel Hair - you will want to get +1 Dexterity if you pick this choice.
- Feat - Ability Improvement - +2 Dexterity.
- Act 3 - Mirror of Loss - pick +2 Dexterity.
This results in 22 Dexterity, with a +6 modifier to attacks.
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 17 Strength. Here is a farming guide for Elixir of Hill Giant Strength. You can then set the strength to 8 and put those points elsewhere. | |
| Available later in the game, the elixir 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. | |
| 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. | |
| Elite | Truly powerful ability that can pull enemies together into one place |
This build can immensely benefit from the
Awakened buff that you can get if you pass all the checks when interacting with
Zaith'isk in the Githyanki Creche. The buff would allow you to activate
Black Hole just with a bonus action.
Equipment Recommendations
Now I would like to go through some gear recommendations to maximise the Swarmkeeper 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 (Two-Handed) |
Gives a very easy advantage option, greatly increasing hit chance. | |
| For now, be sure to grab this weapon. You will need |
||
| These are both Dexterity-based weapons, meaning they are an option if you would like to avoid using the |
||
| One of the best early game weapons with a boost to attack rolls against enemies that have already received damage. | ||
| A solid greatsword option with special shield action. | ||
Ranged |
Solid ranged weapon option. Just equip two of these so that you can attack with your bonus action. | |
| Gives bonus initiative, allowing one to go earlier in combat. | ||
| Gives easy Advantage against monstrosities for all weapon attacks. | ||
Head |
If the party is not running a cleric, this becomes a pretty solid headwear option. | |
| One of the best headwear for pure weapon damage increase. | ||
| Improves movement speed, allowing one to reach important targets easily, early in the game. | ||
Cloak |
- | Nothing really of note here. |
Armor |
The |
|
| A solid armour option, with |
||
| The most relevant early-game armour, that you can take from Lae'zel | ||
Gloves |
Gives easy advantage on attacks, making it an easy choice to counteract the effects of |
|
| Applies the |
||
Boots |
The best boots in terms of combat potential, as they will allow you to apply |
|
| One of the best boots in the game for walking on |
||
| Excellent boots to help move through |
||
Amulet |
If you can acquire it, this can be the best amulet option for most of the game. | |
| Excellent amulet that gives an easy vulnerability source for the mid-game. | ||
| Gives a free |
||
Rings |
Bonus armour for survivability. | |
| Improves damage on each hit. | ||
| Movement speed boost, which is especially important in some big area fights in Act 1. |
Act 2 - mid-game
| Slot | Item | Description |
|---|---|---|
Melee (Two-Handed) |
It will be useful here once you get the |
|
| A pretty solid weapon option that has the |
||
| A solid weapon choice that gives advantage on saving throws if the area is |
||
| One of the first weapons with a +2 enchantment comes with a Force damage rider. It has a long reach, perfect for attack of opportunities. | ||
| The weapon is used to enchant other weapons with |
||
Ranged |
Although not mandatory, this bow is useful as it can apply |
|
Head |
A pretty decent hat option that can activate the additional debuff of |
|
Cloak |
Improves armour class and Saving Throw success. | |
| Helps to absorb elemental damage, which can then improve your weapon attacks. | ||
Armor |
Overall, this is the best armour, as now it will synergise well with |
|
| The armours give advantage on constitution saving throws, making it pretty easy to maintain spell concentration | ||
| I would only wear this if you have 16 dexterity, to make it a competitive armour. | ||
Gloves |
These will be the best gloves for the build. They will allow to easily stack |
|
| A solid glove option that comes with bonus fire damage. | ||
Boots |
The best boots option. | |
Amulet |
Continues to be the best amulet in terms of damage boost. | |
| Excellent pick with |
||
| Excellent amulet that can help in tight situations when you are |
||
Rings |
A powerful ring option that will be the cornerstone for the build. Not only does it give more damage, but it also activates |
|
| A pretty solid ring option for additional psychic damage on hit while concentrating on spells. | ||
| Improves armour class, making it easier to avoid enemy attacks. | ||
| Gives additional damage boost while the target is at least |
Act 3 - Final Build setup
Piercing Weapons
I recommend these weapon if you plan on using
Bhaalist Armour. This means much higher damage, but you lose some of the debuffing capabilities of
Radiating Orb.
| Slot | Item | Description |
|---|---|---|
Melee (Two-Handed) |
Listed the weapons in terms of being "powerful". |
|
Slashing Weapons
If you plan on continuing to use
Luminous Armour, here are the weapons that I recommend:
| Slot | Item | Description |
|---|---|---|
Melee (Two-Handed) |
Already mentioned the weapon. I would continue using it if you extensively utilized |
|
| A pretty neat weapon that comes with |
||
| Its still a good weapon even without |
Other Items
| Slot | Item | Description |
|---|---|---|
Ranged |
In terms of pure damage boost, this is the best bow, especially as you can easily guarantee critical hits via |
|
| Gives a whooping +3 to initiative, almost guaranteeing being first in most encounters. | ||
| Reduces the critical roll requirements, giving a slight average damage boost. | ||
Head |
Continues to be the best choice if you are using |
|
| Either use this or |
||
| The headwear comes with Critical hit immunity and auto-healing. This is a perfect combo with |
||
Cloak |
The strongest cloak in the game, with a significant boost to defensive capabilities. | |
Armor |
My recommended armour is best in slot for the build. It will allow us to maintain the powerful synergy of |
|
| If your aim is damage, this armour gives |
||
| Solid medium armour option with high armour class. | ||
| It's also a good option if your chosen cleric subclass will give the heavy armour proficiency. | ||
Gloves |
The best glove option to easily stack |
|
| If you dumped strength and used |
||
| Powerful glove option, which improves both attack rolls and damage. This helps reduce |
||
Boots |
Continues to be the best boot option for activating |
|
Amulet |
Gives a direct damage boost for your weapon attacks. | |
| Gives +2 Spell Save DC and additional Channel Divinity charge for cleric abilities. | ||
| Allows maximising Constitution, which greatly improves your spell concentration. | ||
Rings |
The best ring in my opinion, which allows activating |
|
| Gives 1d4 psychic damage while concentrating on spells. | ||
| A direct armour class boost. | ||
| Allows you to see through |
||
| Can be equipped to automatically activate |
Build Mechanics and Interactions
In this section, I would like to dive deep into how to play the Swarmkeeper Build mechanics and interactions. These will help you understand what is happening and why, and maybe give you ideas on your own playstyle.
Core Mechanics and Combos
Let's go through key mechanics and tips on how to use the build effectively.
How Swarms work
The core mechanic of what makes Swarmkeeper unique is its Swarms, which each give 3 actions - damage, teleport and utility. These activate when you attack, and you get a prompt window to make your choice. Sadly, this is once per turn.
| Swarm | Description |
|---|---|
| This swarm will be particularly useful to control enemy positioning via pushing and inflicting piercing damage. | |
| In case your party relies on |
|
| Deals Psychic damage, which, late in Act 2, can be doubled with |
The swarms can be changed in the level-up screen. This means that once you reach maximum ranger level, you can only switch these by respeccing.
I personally found
Legion of Bees very useful with the
Spike Growth as it allowed me to push enemies inside it.
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.
You can also disable the
Great Weapon Master: All In effect in the "Passives" section of the hotbar, in case you have a very low hit chance.
Bless from a Cleric, Paladin, or
The Whispering Promise ring 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.
Strength and Dexterity-based weapons
One thing that might be easily overlooked is that some weapons have Finesse property (
Phalar Aluve,
The Dancing Breeze), which means that they use either strength or dexterity (depending on which is higher). While others only work with strength (
Sorrow,
Nyrulna, etc). This is an important distinction and opens up slightly different elixir options.
For example, with Dexterity weapons, you can use your natural Dexterity for the attack rolls, and then a free elixir slot to activate something like
Elixir of Bloodlust for an extra attack once an enemy is killed.
For strength weapons, there is a problem: the build does not invest in this ability. There is an easy fix -
Elixir of Hill Giant Strength or
Elixir of Cloud Giant Strength, which greatly increases this stat, without you needing any investment. This is great, as now you have more weapon options to use.
Spike Growth for Area Control capabilities
The build's cornerstone spell is
Spike Growth. You will acquire it at ranger level 5, and it will use level 2 spell slots. It will serve a few purposes:
- Slow down enemies
- Damage enemies
- Inflict various conditions (
Reverberation,
Radiating Orb) via
Boots of Stormy Clamour +
Luminous Armour +
Callous Glow Ring. - Get stacks of
Arcane Acuity via
Gloves of Battlemage's Power when the enemy gets damaged.
Of course, it will damage you, but this can be circumvented by using the
Writhing Tide feature of Swarmkeeper, giving you a safe spot in this firstly dangerous zone. With this in mind, you will want to keep enemies on
Spike Growth, and here the section offers some help:
Controlling enemy positioning
The most important aspect of this build is knowing what tools it has to control the enemy positions. This enables you to force enemies on
Spike Growth and greatly limit their combat capabilities. Here are the main tools:
Legion of Bees - offers a way to push enemies once per turn
Sorrowful Lash - a bonus action attack that can pull enemies toward yourself
Thorn Whip - can be obtained from a Nature cleric, uses a main action point, and pulls enemies toward yourself.
Command - has different variations, but the build mainly needs -
Command: Approach,
Command: Flee, which would force targets to move via the difficult terrain.
Black Hole - if you have obtained
Partial Ceremorphosis, this is one of the best "clumping" spells in the game.
Void Bulb - throw it to detonate, and pull enemies toward the centre.
Stacking Arcane Acuity and a high spell success chance
Gloves of Battlemage's Power is what enables a very easy way to obtain
Arcane Acuity via
Spike Growth. Each damage tick will trigger the gloves and improve your Spell Save DC. This enables you to build up a high spell success chance even without involving yourself too much in combat.
Another option is
Booming Blade, with your weapon attacks. This also gives a few stacks, which helps to improve the Spell Save DC.
With a high spell success chance, you can follow up with various control spells -
Command,
Hold Person,
Blindness. Moreover, don't forget the huge amount of scrolls in the game. You can use something like
Scroll of Glyph of Warding,
Scroll of Confusion,
Scroll of Hypnotic Pattern, etc., to disable large groups of enemies and turn the tide of the encounter.
Build Combat loop
This section covers the main steps on how to use the build. I do recommend reading the mechanics section before, as it will give more insights into how everything works and why things are as they are.
Act 1
This covers the early parts of the game, mostly Act 1 levels 1-5:
- The combat in the early game is pretty simple. Where possible, use
Hunter's Mark to improve your damage.
Ensnaring Strike can be used to get an easy advantage, but remember it uses full action, so it becomes less useful once you get
Extra Attack.- Use your preferred swarm to inflict damage or apply conditions. Sometimes, even the teleport is a good option, as it costs no resources.
- Disable
Great Weapon Master: All In if needed to increase the hit chance. - Don't forget to buff yourself and allies with
Longstrider.
Level 5 - 6:
- Here, you will obtain
Spike Growth, and it plays a big role further down the road. My recommendation would be to cast it, where enemies will be forced to walk on it. - Use
Legion of Bees to push enemies into the spikes once you land an attack.
Act 2
Obtaining
Callous Glow Ring,
Writhing Tide changes your playstyle:
- Precast
Writhing Tide if you can see an incoming encounter. Otherwise, use it during combat - Try to position yourself as close as you can to the enemies, or the biggest group. Of course, near the bosses you might want to avoid them.
- Cast
Spike Growth on yourself. This will be your playing field, where you want the enemies to come. - Use
Sorrowful Lash from
Sorrow to pull enemies toward yourself into the spikes - Use
Legion of Bees to push away enemies close to you, so that they would be force to move through the spikes.
Once you obtain
Gloves of Battlemage's Power, stuff gets serious:
- You can now cast
Command on enemies with a high success chance and force them to move onto
Spike Growth. It is also good on ranged foes, to force them to come to you. - Use
Radiance of the Dawn to deal area of effect radiant damage, and apply debuffs. - Use
Booming Blade to inflict additional damage with the weapon and activate
Gloves of Battlemage's Power.
Act 3
More cleric spells will be unlocked here:
- You can now switch the tide in some encounters with multi-target
Hold Person or just use
Scroll of Hold Monster to disable bosses. Use them once you have some stacks of
Arcane Acuity. - You can use
Create or Destroy Water to cover enemies in
Wet. This enables your casters or you with lightning scrolls to deal double damage.
Blindness is an awesome concentrationless spell. I would recommend using it on mages and archers, to force them to come close and luckily, step on
Spike Growth.- If you are using
Bhaalist Armour, your weapon damage and spike damage will be doubled. - With
Luminous Armour, you want to keep enemies on your spikes so that they would constantly get
Radiating Orb and
Reverberation debuffs.
Conclusion
Thank you for reading the Swarmkeeper build for Baldur's Gate 3. This uses the radiant theme of
Sanctified Stalker to create an area controller that utilizes
Spike Growth. The result is a unique playstyle that enjoys free movement thanks to
Writhing Tide and high spellcasting from itemisation.
Cheers!
Credits
Thanks, David and Grousedrum, for the review.
Like, Dislike, comment, or share!

Wood Half-Elf
Wood Elf
Half-Orc
Zariel Tiefling
Githyanki
High Elf
Ranger
Sorcerer
Spell Slots
Storm Sorcery
Cleric
Light Domain
Melee (Two-Handed)
Ranged
Head
Cloak
Armor
Gloves
Boots
Amulet
Rings
Discussion