
Tank Rogue - Master of HAM - Baldur's Gate 3 (BG3)
Heavy Armor Master Rogue - Sneaky Tank for Baldur's Gate 3. Use your defensive features and sturdy armors to become ultimate frontline menace utilizing
Heavy Armour Master. Your sturdiness will be maximized so that most attack will feel like a minor scratch.
Contents
In this format of the build we'll focus on Thief Melee archetype of the build with Tempest Cleric dip. If you fancy yourself different subclasses here's a small breakdown;
Tempest Thief - Tank frontliner
A major asset of Rogues is its capacity to minimize incoming harm using features such as
Cunning Action: Dash/
Cunning Action: Disengage,
Uncanny Dodge, and
Evasion. An excellent strategy for enhancing this durability during the early to intermediate stages of the game is selecting the
Heavy Armour Master feat, which provides a flat 3-point reduction to all incoming physical (bludgeoning, piercing, and slashing) damage.
To execute this build successfully, you can combine 11 levels of rogue with a 1 level Cleric dip with proficiency in heavy armor, ensuring you still unlock
Reliable Talent and maintain strong sneak attack progression. Alternatively, kicking off your character build with a single level in Fighter is another viable route unlocking fighting styles like
Defence, or
Duelling; But then start with Fighter then go all in with Rogue. While this heavy-armor Rogue archetype truly excels in solo runs, it can functions perfectly well within a standard adventuring party.
The important part of this build is the
Adamantine Splint Armour which can stay with us through the rest of the game. Rushing to get it and why it can stay forever is because of it's very good features. It grants good chunk of 18 Armour Class, flat -2 damage reduction to all damage, crit immunity which is especially valuable in solo playthrough AND
Reeling which can further debuff your enemies. These features on top of possible damage resistance from
Blade Ward and/or other sources will make you a walking tank, I highly recommend crafting it ASAP.
Build Overview
If you'd like you can swap Dexterity with Constitution, you exchange hit points for Dexterity based bonuses like initiative, ranged weapon accuracy etc. If you do so, remember to swap out
Auntie Ethel's Hair bonus ability bonus if you're going to use it.
| Level | Class | Selection |
|---|---|---|
| 1 | Rogue 1 | No
+1 DEX |
Background: Urchin, Soldier, Criminal, Charlatan | ||
| Skills: Athletics, Sleight of Hand, Stealth, Persuasion | ||
| 2 | Cleric 1 | Cantrips: Spells: |
| 3 | Rogue 2 | - |
| 4 | Rogue 3 | - |
| 5 | Rogue 4 | Feat: Ability Improvement - |
| 6 | Rogue 5 | - |
| 7 | Rogue 6 | Skills: Athletics, Sleight of Hand, Stealth, Persuasion |
| 8 | Rogue 7 | - |
| 9 | Rogue 8 | Feat: |
| 10 | Rogue 9 | - |
| 11 | Rogue 10 | Feat: Ability Improvement - +2 Strength or |
| 12 | Rogue 11 | - |
Synergy with other builds
This section will give a few ideas on how to utilize other builds to maximize the combat potential of the group. There are usually various synergies that make the group play more enjoyable. However, this should not be the main factor. With full game knowledge, any party composition will work freely.
| Synergetic Builds | Enabler | Description |
|---|---|---|
| Abjuration Wizard | At level 6 your Abjuration Wizard can negate even more damage for you as a reaction. | |
| Stars Cleric | This build's high Concentration value with | |
| Cleric Healer | Healing granted by this Cleric build will allow you to maintain your hitpoints which translates to tanking better. | |
Granted via | The aura will make enemies Vulnerable to piercing damage which can drastically enhance your damage especially with |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills. Some of these choices are impactful as you cannot respec them.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc. If you are having difficulties making a choice, pick whatever you prefer in terms of looks or roleplay. "The perfect race pick" is important if you are into extreme min-maxing.
| Race | Features | Description |
|---|---|---|
Dwarf Duergar |
| The Duergar gives |
Lightfoot Halfling |
| Somewhat inferior race pick. |
Deep Gnome |
| Helps with various mental checks, but also gives a stealth |
Wood Half-Elf |
| Almost any build can benefit from the extra movement speed. I think the same is here, so I definitely recommend this option. |
Wood Elf |
| |
High Half-Elf |
| These picks are relevant mainly for the |
High Elf |
|
Origins
| Origin | Features | Description |
|---|---|---|
Gale |
| Gale is one of the best choices for specific Arcane Trickster path if he is chosen as the origin character in character creation. In the mid part of Act 2, you can obtain a free level 3 spell slot, which would be used to cast scaled-up |
| On top of already being a Rogue, in Act 3, Astarion can obtain the |
Class
| Overview | |
|---|---|
Rogue | |
| Features | |
| | This can be exploited with weapon attacks for an additional 1d6 damage once per turn. Be sure to have an |
| This can be exploited with weapon attacks for an additional 1d6 damage once per turn. Be sure to have an | |
Background
Backgrounds are mostly for role-playing, and you can pick whatever you prefer. If you want to optimize, then it would be good to pick backgrounds that are based on your Wisdom ability points.
| Background | Skills | Description |
|---|---|---|
| Urchin | Sleight of Hand Stealth | Excellent pick for being effective in stealth and also disarming traps or pickpocketing. |
| Criminal | Stealth Deception | This is especially useful for the main character, as you will get proficiency in deception that helps with some dialogue options. |
| Charlatan | Deception Sleight of Hand | Makes pickpocketing, lockpicking, and trap disarmament easier. Moreover, comes with dialogue-based skill proficiency. |
| Soldier | Athletics Intimidation | Athletics makes shoving and throwing opponents easier; Intimidation is a small bonus factor. |
Ability Points
Ability scores for this build: starting values, bonuses and the changes to make while leveling.
Skill proficiencies
Any pick is okay although I recommend:
- Athletics - to shove or throw your targets.
- Sleight of Hand - if you need a dedicated lockpicker or trap disarmer.
- Stealth - generally good for Rogues, penalty from heavy armor can be easily mitigated.
Correctly using Sneak Attack
So the main feature of Rogue is
Sneak Attack which is enabled from the first level. In the early game, this is an excellent source of additional damage, especially if you land a critical hit. However, it does get phased out in the latter part of the game.
The main thing to know is that you can use the Reaction window to enable it on hit. This means that you can use your offhand bonus action attack to activate it, instead of using the action itself on the main hand.

So with this, you will be asked if you want the additional Sneak Attack damage when using normal attacks. However, this can lead to easily miss the activation and it is an important damage source on each turn. So here are the ways that enable the sneak attack:
- You have to use a Finesse weapon - dagger, shortsword, or ranged weapons like bows.
- Have an
Advantage like
Prone, being invisible, being hidden, etc. - Having an ally close to the enemy circumvents the
Advantage requirement.
Leveling Progression 2-12
Levels 2-6
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.
This part of the progression covers 3 main areas. They are important both from an exploration and experience perspective. This is a huge swath of content, so missing any of the regions can negatively impact the game experience if you especially enjoy finding all the places
- Wilderness that encompasses -
Druid's Grove,
Goblin Camp,
Sunlit Wetlands and
The Risen Road - Underdark - covering
Ebonlake Grotto,
Arcane Tower,
Selûnite Outpost - Grymforge -
Underdark - Duergar Encampment and
Adamantite Forge
Again, exploring them will give both awesome gear and a lot of experience, and of course, content with interesting quests. I'd recommend visiting
Adamantite Forge to craft the Adamantine gear ASAP.
Level 2
So, now in the level-up screen, you can start multiclassing. We're dipping into Tempest Subclass for:
- Easier early game sneak with
Fog Cloud. - Easy retaliation damage from
Wrath of the Storm pairing well with our tankiness. - Most important part, heavy armor proficiency.
Here's a guide how to multiclass:
Class - Cleric
| 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 |
|---|---|
| Good prebuff negating 50% of the damage received from Bludgeoning, Slashing and Piercing damage. | |
| Can give yourself or a companion in dialogue 1d4 to saving throws, generally useful cantrip. | |
| Early game if you're not concentrating on anything it's a good 1d4 bonus to ability checks, even on |
Subclass
| Overview | |
|---|---|
Tempest Domain | |
| Features | |
| Unique reaction that can deal lightning or thunder damage to the targets attacking you. | |
| It can be used to push back enemies from ledges. | |
| Create an obscured area, that can be used to pickpocket or blind enemies. | |
What Cleric Subclass to choose ?
| Subclass | Description |
|---|---|
Tempest |
|
| |
Life |
|
|
Prepared Spell
Since you're only going to take 1 level of Cleric and have a Wisdom modifier of -1 or 0, you can only prepare one spell, even with modifier score of -1. My general recommendations are:
| Spells | Description |
|---|---|
| | Extremely good defensive spell, you or an ally cannot be targeted until you attack or harm someone, although you can still take damage from area spells. Very good on solo or in tight situations |
| Give up to 3 allies (including you) 1d4 bonus to attack and saving throws, given your low amount of spell slots I'd use it carefully. | |
| Gives you+2 to your armor score making you a bit harder to hit, small buff to have higher chance to avoid attacks. | |
| | Useful spell against Undead, Fey, Fiends, Abberations, Elementals and Celestials. On top of preventing crowd control from them it also makes you harder to hit giving those monsters a disadvantage on hitting you. |
| Create an obscured area, that can be used to pickpocket or blind enemies. |
From that point we keep leveling Rogue
Level 3 - Rogue (2)
| Action | Description |
|---|---|
| Bonus action hide, which the Berserker build will not care about. | |
| Cover more distance this turn: double your movement speed. | |
| Retreat safely: moving won't provoke Opportunity Attacks. |
Level 4 - Rogue (3)
Subclass
| Overview | |
|---|---|
Thief | |
| Features | |
| Allows another bonus action, in Monk's case this will be Flurry of Blows, for more damage per turn. | |
| Reduces fall damage. | |
What Rogue Subclass to choose ?
| Subclass | Description |
|---|---|
Assassin |
|
Arcane Trickster
|
|
Thief |
|
Swashbuckler |
|
Level 5 - Rogue (4)
| Feat | Description |
|---|---|
Must have Feat for the build, add +1 Strength to level it up to 18. It only works if the character is wearing Heavy Body armour. Even though it states that HAM works only on non-magical damage, it actually works whenever its magical or not. |
Level 6 - Rogue (5)
| Feature | Description |
|---|---|
It doesn't really consume your reaction, but the opponent's who attacks you. The game doesn't treat it as a proper reaction. It's one of a very small handful of multi damage reductions that stack with resistances. It's calculated last and reduces remaining damage by 50%. |
Levels 7-10
Generally, this covers the Act 2 part of the game. This unlocks items that give a slight boost to a few builds, and you uncover a really interesting part of the story.
Level 7 - Rogue (6)
Skill proficiencies
Any pick is okay although I recommend:
- Athletics - to shove or throw your targets.
- Sleight of Hand - if you need a dedicated lockpicker or trap disarmer.
- Stealth - generally good for Rogues, penalty from heavy armor can be easily mitigated.
Level 8 - Rogue (7)
| Feature | Description |
|---|---|
Another big tanking feature, much like Uncanny Dodge, it also does not work as described. It does not strictly matter whether an action has a Dexterity saving throw or whether it is a spell; Ex: explosives or explosions like |
Level 9 - Rogue (8)
| Feat | Description |
|---|---|
Rerolls melee damage dice, providing a significant damage boost. Each damage die is rolled twice independently. |
Level 10 - Rogue (9)
| Feature | Description |
|---|---|
| Allows you to turn |
Levels 11-12
This is where you will spend most of the time in Act 3. There will be an immense amount of content, and you can finish your builds and unlock extremely powerful gear.
Level 11 - Rogue (10)
| Feat | Description |
|---|---|
| Ability improvement - +2 Strength | Optimizes the Strength value which is important for weapon usage and |
| Gives a whopping +5 initiative and immunity to getting |
Level 12 - Rogue (11)
This is a major level for a rogue as you gain a unique feature allowing you to become a master pickpocket and/or wrestler
| Feature | Description |
|---|---|
| The lowest roll for ability checks with proficiency becomes 10. This more or less guarantees that you can pickpocket most of the items without risk, sneak past enemies or |
Gear recommendation
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.
If you want to elevate your tankiness I recommend having at least 1 crit-immunity item such as;
Grymskull Helm,
Adamantine Shield,
Helm of Balduran etc. As the crit-immunity doesn't stack, you don't have to equip two items that grant it.
Act 1
This covers the earliest part of the game, which generally spans
Nautiloid,
Wilderness,
Underdark and the semi Act 1, or to be precise Act 1.5 -
Rosymorn Monastery Trial.
Plan the rest of your party around this gear in the Party Gear Planner
Main HandPhalar AluveThe
Phalar Aluve is one of the best support weapons thanks to
Phalar Aluve: Melody and it's damage counterpart
Phalar Aluve: Shriek. The 1d4 damage works on any damage instance in the Area and given you're a tanky frontliner you can use it well. Not to mention it's a finesse weapon so you can use your Sneak Attack feature.Alternatives
- Shortsword of First Blood
Very good burst assassinate weapon, works well with crits.
Off HandAdamantine ShieldOne of the best shields in the game, +2 AC, crit immunity, reeling, can last you until end of the game. You can give it to your other companions later if you'd ever want.
Alternatives
- Safeguard Shield
+1 to saves boosts your defence by a small margin and another +2 free AC.
- Hunter's Dagger
Off hand to pair with First Blood sword, works well with your high mobility and another bonus action.
Ranged Main HandTitanstring BowOne of the best damage bows in the game, given your high strength you can utilize it very well.
Alternatives
- Bow of Awareness
Gives bonus initiative, allowing one to go earlier in combat. +1 initiative in 1d4 system is good.
HelmetHaste HelmImproves movement speed, allowing one to reach important targets easily, early in the game.
Alternatives
- Grymskull Helm
Crit immunity which is very useful in this build + free Hunter's Mark for slight damage boost.
CloakThe Deathstalker MantleDark Urge origin exclusive
One of the best cloaks for Assassin-type builds. You can now become invisible after killing an enemy, being able to lunge on your foe with
Advantage the next turn.
ChestAdamantine Splint ArmourYour absolute BiS chestplate in Act 1, get it ASAP. Damage reduction, crit immunity, high AC, reeling mechanic, one of the best armours in that stage of the game.
GlovesFleetfingersVery good item that we can use a lot with our another bonus action. Jump distance is calculated with strength so gloves offer even more mobility.
Alternatives
- Gloves of Missile Snaring
Useful defence tool until you unlock Uncanny Dodge.
- Gloves of Thievery
Very helpful with stealing items to add to our already possible big Sleight of Hand score.
BootsDisintegrating Night WalkersOne of the best boots, giving a total advantage for movement on difficult surfaces. It also gives
Misty Step to increase that mobility.Alternatives
- Linebreaker Boots
With your bonus action dash you can get easy damage boost to your melee attacks.
- Springstep Boots
With your bonus action dash you can get easy movement speed.
- The Speedy Lightfeet
With your bonus action dash you can get easy damage boost to your melee attacks/spells if you scroll cast.
AmuletBroodmother's RevengeGood damage boost, yf you can acquire it, this can be the best amulet option for most of the game.
Alternatives
- Amulet of the Unworthy
Situational ring that gives resistance vs enemies using slashing. Can be very useful in specific situations.
RingCrusher's RingMore movement speed, simple, good option for a hit and run playstyle with Rogue's tricks.
Alternatives
- Caustic Band
+2 acid damage, very good if you're utilizing dual wielding daggers or hand crossbows.
Ring 2Ring of ProtectionVery good option, the bonus Armour Class is a great boost for survivability.
Alternatives
- Smuggler's Ring
Stealth and pickpocket bonus in exchange for -1 Charisma.
Act 2
Don't be in a hurry and enjoy all the stuff that you can encounter in this act. With all the items you acquired in the previous act you should be tanky enough to survive a lot of encounters and surprises waiting for you.
Plan the rest of your party around this gear in the Party Gear Planner
Main HandKnife of the Undermountain KingProgression weapon.
Alternatives
- Phalar Aluve
Progression weapon.
- Larethian's Wrath
Progression weapon.
- Cruel Sting
Alternative longsword.
Off HandAdamantine ShieldStill continues to be a very impactful piece of equipment.
Alternatives
- Sentinel Shield
Free +3 initiative, you can use it then unequip it after starting in battle for something else. Useful interaction against hard encounters to act faster.
- Render of Mind and Body
Great shortsword with the type of rogue playstyle,
Advantage is already fairly easy to get so the benefit is impeccable.
Ranged Main HandNe'er MisserGreat weapon for Act 2, force element is rarely resistant and you can pair another hand crossbow to benefit from another bonus action.
Alternatives
- Titanstring Bow
Still a very good option given your high strength stat.
- Darkfire Shortbow
Defensive stat stick, grants resistance to cold and fire damage so 50% damage negation.
Ranged Off HandHellfire Hand CrossbowNice to pair with Ne'er, combined with Rogue playstyle it's your bread and butter.
HelmetHelmet of Arcane AcuityVery good option if you want to commit to casting, you can "force" spell DC by getting up to +10 acuity.
Alternatives
- Holy Lance Helm
If you don't want to cast, this still continues to be good retaliation item given our high AC.
- Grymskull Helm
Crit immunity and hunter's mark damage boost.
CloakCloak of ProtectionImproves survivability and Saving Throw success. You want to equip this cloak to maintain that good Armour Class.
ChestRippling Force MailAlternative to Adamantine Splint, gives potential retaliation damage and flat slashing/piercing/bludgeoning damage negation up to +7.
Alternatives
- Adamantine Splint Armour
Still amazing option, -3 damage reduction, crit immunity and reeling is amazing
- Dwarven Splintmail
Alternative if you want to commit to casting spells as it boost constitution by +2.
GlovesFlawed Helldusk GlovesBonus fire damage to each of our attacks, especially good with dual wielding weapons.
Alternatives
- Gloves of Battlemage's Power
Alternative to acuity helmet.
- Fleetfingers
Still good option to gain mobility.
BootsEvasive ShoesFurthermore option to boost our AC.
Alternatives
- Disintegrating Night Walkers
Progression item.
AmuletPeriapt of Wound ClosureProgression item.
Alternatives
- Broodmother's Revenge
Many enemies in act 2 can be poison/immune resistant, still good progression item.
RingShadow-Cloaked RingGreat damage ring with Rogue's playstyle.
Alternatives
- Ring of Free Action
It doesn't state so but the ring also prevents you from getting immobilzed by a spell like Hold Person, great utility anti-debuff ring.
- Eversight Ring
Good ring for stealth gameplay, if you use Shar Spear you can ignore it.
Ring 2Strange Conduit RingGreat damage combination with Shadow-Cloaked.
Alternatives
- Ring of Protection
Still good stat ring.
Act 3
This is where you will unlock the strongest weapons and armors for most of the builds. It is split into two major parts, starting with
Rivington and later reaching the huge area -
Lower City itself.
Plan the rest of your party around this gear in the Party Gear Planner
Main HandCrimson MischiefOne of the best dual-wielding weapons. Given how easy you can activate it's features it's an extremely good damage option.
Alternatives
- Duellist's Prerogative
Good weapon if you want to gain another reaction, combines well with uncanny dodge. Sadly you have to sacrifice off hand/shield slot.
Off HandBelmExcellent stat stick that uses main hand's damage and ability features.
Alternatives
- Rhapsody
A solid stat stick that boosts both attack rolls and damage for each eliminated target. Also has useful ability buffs.
- Knife of the Undermountain King
Alternate stat stick option.
- Sentinel Shield
Alternative to Hellrider Longbow.
Ranged Main HandHellrider LongbowGreat initiative boosting option.
Alternatives
- Titanstring Bow
Still good damage bow if you want to utilize elemental arrows.
HelmetHelm of BalduranGreat utility helmet, becomes the best anti crit option for helm slot. It's self heal ability can combine well with your other equipment
Alternatives
- Mask of Soul Perception
Gives a boost to all kind of stats you'd like to use. Very versatile to use.
CloakCloak of DisplacementGives enemies
Disadvantage on attack rolls against you, it pairs great with your naturally high AC.
ChestArmour of PersistenceUsually best in slot damage reduction armor, you receive half the damage on bludgeoning/piercing/slashing damage you'd get naturally on top of flat -2 damage reduction.
Alternatives
- Helldusk Armour
If you already have an easy source of resistance this is a great piece to consider, free resistance to fire and -3 damage reduction is good.
- Adamantine Splint Armour
Still a great piece of armor to carry with you.
GlovesCraterflesh GlovesImpeccable damage boost to your damage, the damage is actually 2d6 Force damage that multiplies on other source of riding damage. It can make your damage higher by a mile.
Alternatives
- Helldusk Gloves
Upgrade to it's predecessor, if you have trouble with setting up critical strikes, this is a very nice option.
BootsHelldusk BootsImproved version of Nightwalkers, one of the best footwear picks in the whole game.
AmuletBroodmother's RevengeStill remains a nice damage boost especially with addition of Helmet of Balduran giving you consistent proccing of the effect.
Alternatives
- Amulet of Greater Health
Boosts your Constitution to 23 giving you a lot of hit points and a possibility to respec and allocate your stats differently. It is explained furthermore in the post.
- Fey Semblance Amulet
Quality of life boost to your mental saving throws, it's a good negation effect if you decide to take Resonance Stone from Act 2.
RingShadow-Cloaked RingRecommended choice for this slotAlternatives
- Ring of Free ActionAlternative equipment option
Ring 2Strange Conduit RingRecommended choice for this slotAlternatives
- Eversight RingAlternative equipment option
Maximizing the Build - Abilities, Illithid, Consumables
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.
I recommend checking Pickpocketing Guide on how to steal a lot and prepare yourself with almost unlimited consumables. This will allow you to have a dedicated character to steal from merchants and have a consumable for every situation. Stealth Guide will also help you with how the mechanic of Stealth works, allowing you to use Rogue features better.
Ability score
- Starting with 17 Strength,
Heavy Armour Master increases it with +1 to 18. This allows you to use the
Auntie Ethel's Hair (optional) to use for 16 DEX that gives you more initiative and boots your range attacks capabilities and Dexterity related skills. - Act 2 -
Potion of Everlasting Vigour goes above the natural cap of 20. This allows you to get even up to 24 Strength late into the game. You can get access to it from
Araj Oblodra with Astarion in your party; Although be careful as this may have negative effect on your relationship with him. - Act 3 - Mirror of Loss - pick +2 Strength which can increase your overall Strength score to 24.
- Act 3 - If you decide to use scrolls you can use the
Amulet of Greater Health and respec by talking to
Withers. Keep your Strength and Dexterity as recommended in ability points table, drop Constitution to 8 and bump your Wisdom to 16.
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 | An easy way to ensure you land critical hits, works both with spells and normal attacks. | |
| Base | Can help to kill an enemy faster if it is left with a few HP. | |
| Base | A great way to weaponise your reaction, especially if you do not have access to | |
| Base | Excellent option for bonus temporary HP. It can also apply | |
| Elite | Can be used to maximise the effectiveness of charisma-based skills, especially relevant to the main character. | |
| Elite | Very powerful spell that can be used to pull enemies together. You can then follow up with area-of-effect spells or attacks. In general, it is a very effective action in the hands of any character. | |
| Elite | Can be used to nullify lower-level spells which are equal to your proficiency bonus. | |
| Elite | Remove the cost of spell slots or charges. | |
| Elite | Weakens enemies by reducing their Armour Class. Now it's easier to hit them. |
Potions, elixirs, arrows, other consumables
Potions
These are general consumables, and most of them are activated for a few turns. Potions are separate from Elixirs and can be active together.
| 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 | |
| Restores level 1 and 2 spell slots. | |
| Acts as a Long Rest, restoring all spell slots. |
Coatings
These are applied directly on weapons, and usually have a 10-turn duration:
| Consumable | Description |
|---|---|
| The attack roll bonus is pretty good, which improves your chances of hitting. | |
| Helps with attack and damage rolls. |
Elixirs
Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last until a long rest, making them very useful and economical.
Be sure to activate them before combat, as otherwise, you will need to use Bonus Action.
| Consumable | Description |
|---|---|
| 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. | |
| Makes it easier to maintain spell | |
| For some encounters, you will want to go first. This elixir will ensure that it overcomes even | |
| Grant you a level 3 and 4 spell slot respectively after consumption, which allows you to upcast your spell, like |
| Grants us the effect of |
Scrolls
This is one of the most overpowered mechanics in the game. At first, it might seem that you earn those old, boring spells that you can learn yourself. However, as you play more and more, and get higher-level spells, you can see - wait, I can save a spell slot casting this.
Yeah, and this is where their power comes. During the whole playthrough, you will probably collect a lot of these, so I recommend using them whenever you can.
Arrows
| Consumable | Description |
|---|---|
| One of the most overpowered arrows in the game. What makes it powerful is that it can hit up to 4 targets. It has some strange interactions with | |
| With all the pickpocketing that the build can do, these arrows allow doubling your damage and inflicting some heavy casualties even without getting access to | |
| These arrows work especially good if you decide to use the |
Useful Buffs
Auntie Ethel's Hair - Grants you permanent +1 to a stat of your choice. Granted by haggling with
Auntie Ethel.
Volo's Ersatz Eye grants you permanent
See Invisibility effect in exchange for one of your eyes. It's a permanent cosmetic change and it's mutually exclusive with
Paid the Price. It's obtained from
Volo.
Awakened - let's you use your Illithid powers as a bonus action. You can obtain it from the
Zaith'isk machine.
Potion of Everlasting Vigour - Permanent +2 to Strength that goes beyond the 20 cap. Gained from
Araj Oblodra
Resonance Stone can be found in
The Mindflayer Colony effectively boosting your Psychic damage for the prize of debuff on mental Saving Throws but also your vulnerability to Psychic damage
Sweet Stone Features - Grants you the
Bless effect. Pay 5000 gold to
Boney in the
Circus of The Last Days for Stoney to construct a statue of the player character or another party member.
Anointed in Splendour - Grants +2 to all Saving Throws, offer enough gold to one of the deities in
Stormshore Tabernacle. Gold needed scales with the difficulty level of the game and your character level.
Partial Ceremorphosis - Allows you to become Half Illithid granting you stronger Tadpole powers in exchange for your looks.
Mirror of Loss can grant you and your companions +2 to any stat permanently. Can also grant additional +1 to charisma offering it +3 instead of regular +2. I recommend looking into Mirror of Loss guide.
Origin specific:
Happy grants +1 to all Attack rolls, Saving throws and most ability checks, granted from the start by playing Astarion.- 3 Shadow Spell slots granted by playing Gale, you can obtain them in act 2 by consuming the Shadow Weave.
Vampire Ascendant - grants you 1d10 necrotic damage to your unarmed or weapon attacks,
Gaseous Form and improved bite.
Important Mechanics, Combos and Definitions
Let's go through key mechanics and tips on how to use the build effectively.
Armour Class
Most basic and obvious way to "avoid" damage. AC cannot be relied on entirely unless you have an AC higher than the possible attack rolls of enemies. Natural 20 attack roll from an enemy always guaranteeds a critical hit, unless you're wearing Crit Immunity items which we very much want.
Tactician (and Honor Mode) give +2 to attack rolls, and enemies usually have at least +2 proficiency and +2 ability score bonus for MINIMUM needed AC of 27 to mitigate all attacks for a given fight and likely more than that with crit immunity (Big thank you to Captain ET)
High AC in combination with additional damage mitigation like Resistance from
Warding Bond,
Blade Ward or
Darkfire Shortbow heavily increases your survivability especially with your Features.
Damage reduction
The most valuable forms of damage reduction are:
- Resistance as it is calculated first and reduces damage by 50%.
Adamantine Splint Armour and
Heavy Armour Master that grant respectively -2 and -3 damage taken.- Lastly we have
Uncanny Dodge which deducts another 50%. Pairing that with Crit Immunity you'll be very hard to kill.
Being a pickpocket
One thing that a rogue can do well throughout the game is pickpocket. I do have a dedicated pickpocket build, which picks optimal race, levels, etc. However, the main feature - escaping being
Invisible can be replicated with
Potion of Invisibility, which is abundant once you reach Act 2.
This way, you can safely pickpocket with this char and take it to the next level once you get
Reliable Talent.
Understand stealth mechanics
The main point of this build is that it is extremely deadly when you utilize stealth mechanics well. We have prepared a complete stealth guide that covers them all. There are plenty of stealth options:
- Attacking and creating surprise rounds.
- Leaving combat while in the middle of the fight, to reset it.
- Become invisible at will.
- Gain attack roll bonuses when in stealth.
- And many others.
I would like to emphasize the Surprise rounds. Here are the general steps to activate them:
- You have to be undetected before doing this; best to be outside the red vision cones. If you need to enter the vision cone, make sure that they don't have
Darkvision, and it's either a
Lightly Obscured or
Heavily Obscured area. Or you can just be
Invisible via effects like
Potion of Invisibility, Duergar
Invisibility,
Supreme Sneak, etc. This almost guarantees a surprise round. - You can start the combat by attacking with melee, ranged weapons, or casting offensive spells. The main prerequisite is that you should be "seeable" and in the line of sight of the enemy once the attack lands. So they would have a clear vision of you, and you are not too far away. This is important, as being far away does not trigger
Surprised. - You can move in other party members if they were ungrouped, so they could also land attacks during this free round.
Swashbuckler Dirty Tricks
Using tricks like
Dirty Trick: Flick o' the Wrist or
Dirty Trick: Sand Toss we can activate the effect of
Bloodthirst giving an enemy Vulnerability to Piercing which makes them take double the damage from said damage type.
Arcane Trickster's Mage Hand Legerdemain
In general, many people overlook
Mage Hand and all of the benefits it can bring. Arcane Trickster does get an improved version called
Mage Hand Legerdemain, which has a special Invisibility effect. The tooltip says it can also pick locks, but that's false for now.
Let's go through various tactics that can be used to employ the
Mage Hand Legerdemain:
- It can interact with various levers and objects, for example, you cannot access an area but you see it has a lever that could be pulled.
- It can also disarm traps to some extent. Even if it fails, the effect will only affect it and not other party members.
- The hand is invisible and can be used to reach a perfect position or initiate Surprise rounds. Just be careful of enemies that might have
See Invisibility. - Once it is detected, it can safely soak one hit (or more if they are avoided).
- Throwing stuff is one of the more amazing things. For example, when preparing for an encounter, leave the hand somewhere further away and drop a few grenades and potions on the ground. Now the hand can throw those when combat starts.
I hope this will give some ideas for how to use
Mage Hand Legerdemain.
Combat Tactics
- Cast your buffs before you enter a fight especially if you pick
Blade Ward. - Generally, you would want to attack while in
Hiding; this way, you get an
Advantage on Attack Rolls.
Sneak Attack acts as your free bonus damage, so make sure to use it every turn. - You have 2 bonus actions, so use them for
Off-Hand Attack (Ranged),
Cunning Action: Hide,
Sanctuary, etc. - Use your
Expertise buffs to your advantage e.g Athletics for
Shove/
Throw, obvious sneaking with
Hide/
Cunning Action: Hide or stealing.
- At this point you should be close to getting
Heavy Armour Master. This allows you to have more margin of error, especially combined with rushed
Adamantine Splint Armour. - Keep
Uncanny Dodge on your action bar alongside nonlethal toggle, so you can toggle it on or reset it when needed. - Remember to check if you have
Evasion toggled, it's another bonus of your sturdiness. - Use
Supreme Sneak as a free
Invisible opportunity to
Surprise an enemy or sneak past a difficult encounter.
Arrow of Many Targets will start appearing at about level 6, this paired with
Bow of the Banshee or
Titanstring Bow can weaken multiple foes at the same time, while also inflicting respectable damage.- Use arrows of slaying like
Arrow of Fey Slaying,
Arrow of Undead Slaying, etc. if you know you can't approach an enemy. These deal huge amounts of damage, and will give an excellent utility for your main hand attack.
Reliable Talent enhances your ability to
Shove,
Throw, sneak, steal and more. - All your features:
Heavy Armour Master,
Uncanny Dodge,
Evasion on top of other damage reduction items and effects like;
Darkfire Shortbow Fire and Cold resistance,
Armour of Persistence physical damage resistance make you extremely hard to kill. Don't be afraid to go solo in encounters or scout unknown areas. - Try to enter combat with Invisibility, to activate Surprise Round. If you can, use
Greater Invisibility to inflict more than one hit or
Supreme Sneak/
Potion of Invisibility. - Even though you're extremely tanky - you're still a Rogue. Your
Sneak Attack has massive damage, especially if someone in your team has
Aura Of Murder or
Steeped In Bliss.
Bloodthirst is a useful applier of vulnerability given your another bonus action/dirty tricks.
Conclusion and Credits
Thank you for reading the Tank Rogue guide, any questions or criticism I'll gladly answer and confront.
Special thanks to the contributors: Captain ET,Remus 71 and tbj_Quag
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Dwarf Duergar
Lightfoot Halfling
Deep Gnome
Wood Half-Elf
Wood Elf
High Elf
Gale
Rogue
Cleric
Spell Slots
Tempest Domain
Life
Thief




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