
Minthara Build - Lolth's Apostate - Baldur's Gate 3 (BG3)
Contents
Minthara - Lolth's Apostate build
She is a character that you first meet in Act 1, where you can decide to join her or go against her. The main idea is that she instantly strikes as a ruthless, dedicated leader, while also carrying a noble's aura. She does come with a special feature -
Soul Branding that is excellent for buffing allies.
The build will reflect two parts of her. First, the Paladin with the Oath of Vengeance subclass, which is her default pick. This will provide a nice feature set -
Divine Smite,
Aura of Protection,
Hold Person and others. This does somewhat represent her revenge for one of the Absolute leaders.
As a member of House Baenre and being of Noble birth, the build will make a major addition - the Cleric. As a Lolth worshipper, the pick will perfectly fit Minthara's background. We will go with War Domain, which also falls under this deity. The feature set is quite rich and will emphasize the support and buffing capabilities -
Divine Favour,
Crusader's Mantle,
War God's Blessing and others.
Hope you like the idea of the build, and enjoy reading it!
How to effectively use and read the build? Here are a few tips:
- Build Overview gives a high-level overview of each level
- Go into the leveling progression to understand why these picks were made, which also offers variations and mechanics explanations
- The equipment section offers gear progression and gives an in-depth explanation of what each piece offers to the build
- Check the Mechanics section to fully understand how the build falls into place
Class Contribution
This shows the class contribution of the build
6 Vengeance Paladin
So this is the core of the build that you will use the most:
Divine Sense - an easy
Advantage in case you fight these specific enemies.- Proficiencies with all gear
Lay on Hands - a healing action, which I found is best used outside of combat for curing diseases.- The iconic Paladin action -
Divine Smite. With optimizations and some preparations, this can land very powerful strikes and obliterate enemies. - Fighting Style choice, for a small stat boost
Divine Health helps resist diseases.
Extra Attack for an additional weapon attack from level 5 onward.
Aura of Protection - one of the best paladin features, giving an easy way to maintain spell
Concentration.- The
Vow of Enmity is an excellent early game bonus action use. This will improve hit chance, increasing the average damage. - Situationally useful spells -
Misty Step,
Hold Person. Another early game addition is
Hunter's Mark, which allows for a decent damage boost if you can maintain it over a long period.
6 War Domain Cleric
- Additional bonus action weapon attack with
War Priest. These will recharge each long rest. - Access to healing and support spells -
Mass Healing Word and
Healing Word.
Guided Strike will help you land attacks and
War God's Blessing works on allies, which uses a reaction.
Spirit Guardians - the ultimate cleric spell, to debuff enemies, making them miss their attacks. To make the most out of it you will need some gear.
Divine Favour and
Crusader's Mantle as radiant damage boosts. The latter also works on all party members.
Build Variations
For this build, there are a lot of options, both from a progression perspective and the level splits
| Setup | Description |
|---|---|
|
The split was suggested by Machina. The build is pretty similar to this, but the goal is to get
Another cool part is the
|
Build Overview
Here is a concise table with all the main picks during your leveling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear as it is crucial
| Level | Class | Selection |
|---|---|---|
| 1 | Cleric 1 | Cantrips: |
| Subclass: War Domain | ||
| Deity: Lolth | ||
| Background: Soldier, Noble | ||
|
Abilities: STR - 16 (14+2), DEX - 14, CON - 12, INT - 8, WIS - 8, CHA - 16 (15+1) Abilities with |
||
| Skills: Persuasion, History, Insight | ||
| 2 | Paladin 1 | Subclass: Oath of Vengeance |
| 3 | Paladin 2 | Fighting Style: |
| 4 | Paladin 3 | - |
| 5 | Paladin 4 | Feat: |
| 6 | Paladin 5 | - |
| 7 | Paladin 6 | - |
| 8 | Cleric 2 | - |
| 9 | Cleric 3 | - |
| 10 | Cleric 4 | Feat: |
| 11 | Cleric 5 | - |
| 12 | Cleric 6 | - |
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.
Piercing Damage
| Synergetic Builds | Enabler | Description |
|---|---|---|
| For the late game, you can use |
Darkness Setup
You do get access to
Darkness spell, but it's also easy to be able to see inside it via items likes
Eversight Ring.
| Synergetic Builds | Enabler | Description |
|---|---|---|
| Beast Master Ranger (level 11) | From level 11, when using |
|
| Shadow Magic Sorcerer | The Sorcerer has an easy way of creating |
|
| Sorlock |
|
Sorlock can create and also see inside the |
Throwing Builds
| Synergetic Builds | Enabler | Description |
|---|---|---|
Starting the Build - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Minthara build. Some of these choices are impactful as you cannot respec them.
How to Unlock Minthara?
She has a bit of involvement and special steps that you need to take for her to join. I attach instructions on how this can be done, if you are okay with slight spoilers.
She can only join you as a permanent companion in Act 2, after you have reached
Moonrise Towers - Main Floor. However, there are certain steps that you need to do in Act 1 for this to happen.
Act 1
You have two main options here:
- The Bad playthrough - side with Minthara and agree to Raid the Grove. Once this is done, you will meet her in Act 2.
- The Good Playthrough - by siding with the druids, you have to apply
Knocked Out when fighting her.
The second option requires you to activate
Toggle Non-Lethal Attacks in the Passives tab:

Engage in combat with her once you are ready to start fighting other Goblin leaders. Do not Long Rest until this is done
Now you can continue the game and meet her again in Act 2.
Act 2
The goal here is to reach
Moonrise Towers - Main Floor and enter the Throne room. There, you will see a cutscene deciding her future. After the cutscene, go to the
Moonrise Towers Prison.
There, you can finally meet
Minthara in the nearby prison cell with two guards. Take them out, and now she temporarily joins you. Go with her, and leave the prison through
To Moonrise Tower Docks. If you encounter any guards, persuade them; if failed, just fight them. Escort her without fast travelling until she starts talking with you, and offer to join your camp.
Now, she can become a permanent companion; talk with her in the camp.
Origins and Characters
Here are the Origin and character picks that have a slight advantage with this build:
| Origin | Features | Description |
|---|---|---|
|
Minthara is a Drow, which does come with nice features, specifically a powerful one being - |
Respec at Withers to Level 1
One thing that we want to do is Respec at Withers to start from scratch. This is important because the build multiclasses into Cleric, the spellcasting modifier on items will change to Wisdom. To avoid this, the last level 1 multiclass has to be Paladin
Another important aspect is that we want to adjust the ability scores to better fit our build.
Cantrips
| Cantrips | Description |
|---|---|
| Can be a very powerful cantrip, especially if you are able to precast it before direct combat. | |
| Especially recommended if you are the main character, as it will help with Intimidation checks. | |
| For now, take this with cleric; later on, it can be switched out, once you get Druid multiclass. |
Subclass
| Overview | |
|---|---|
War Domain |
|
| Features | |
| Allows you to use War Priest charges to attack with bonus action. | |
| Gives a bonus of 1d4 radiant damage. | |
| A concentration spell that gives a slight Armour Class boost to improve survivability. | |
Deity
| Deity | Description |
|---|---|
| As Minthara is a Drow and a Lolth-Sworn one, this Deity pick is the perfect one in terms of roleplay and the backstory fit. |
Prepare Spells
Cleric gets plenty of spells, but the build is limited because of the minimal Wisdom investment.
| 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 will cast Cold or Lightning spells to double their damage. | |
| The best healing spell, due to its cheap cost and ability to revive downed targets without wasting action points. Moreover, later with |
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 high-value ability points - Strength, Intelligence.
| Background | Skills | Description |
|---|---|---|
| Soldier | Athletics Intimidation |
The most relevant background as it gives a skill using both strength and charisma abilities. |
| Entertainer | Acrobatics Performance |
Uses both dexterity and charisma modifiers that you will have a good investment. |
| Guild Artisan | Insight Persuasion |
Persuasion proficiency is the main aspect of this background. |
| Noble | History Persuasion |
Similar to the above, but gives History skills. |
Abilities
Now, let's take a look at the abilities of the Minthara build. Correct allocation will allow you to maximise the early gameplay and get good modifier bonuses.
Build ID: 15276
Skills and Expertise
Overall, the skills should be impacted by your roleplaying and background decisions. However, you would still want those that will give you the best benefits. My recommendation would be to go for these, most relevant to the theme of the build:
- Persuasion
- History
- Insight
Leveling Progression 2-12
Here is the detailed progression for the Minthara 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
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.
For most of the builds, early levels are pretty simple, as there are minimal spell options and features that you can use. However, there are notable spikes at levels 5-6:
Extra Attack- Level 3 spells
- Major class and subclass features
With these, you will feel how the game combat opens up, and with correct preparations, you can start eliminating foes with minimal preparations.
Level 2 - Multiclass into Paladin Lv 1
Now we want to get into Paladin. This will now give all the cool features we need, and will take it until we reach class Level 6. Here is a guide on how to do that:
| Overview | |
|---|---|
Paladin |
|
| Features | |
| Use your blessed touch to heal a creature or cure it of all diseases and poisons. | |
| Gain |
|
Channel Oath Charges |
You gain the ability to channel the power contained in your Paladin Oath, which you can use to fuel certain actions. |
For the Subclass:
| Overview | |
|---|---|
| Features | |
| Quite a powerful ability, giving a charisma modifier damage boost which can also inflict |
|
| Requirements ot uphold the oath. | |
Level 3 - Paladin Lv 2
This is a big level, as the core Paladin features will be unlocked:
| Action | Description |
|---|---|
| A very powerful action unique to Paladins. It will allow you to empower weapon attacks at the cost of spell slots. Use it when you need high damage to take out a foe as fast as possible or land a critical hit. Using higher-level spell slots will improve |
For the fighting style:
| Style | Description |
|---|---|
| Gives +1 Armour Class, which results in a decent increase in survivability. I would say this is the only pick that has a significant impact on the build performance. |
There are significant overlaps with the War Cleric spell list
| Spell | Description |
|---|---|
| Deals decent damage and gives use for Bonus Action early in the game, when you might not have a use yet. Also, making an enemy |
|
| A solid option for attack that applies |
|
| Can command the creature to drop a weapon, run away, come close, etc. It can be useful in some encounters, especially against low Wisdom enemies. | |
| Deals higher damage than other options, on the next turn, due to the |
|
| Can be a nice buff if you are able to precast it. However, generally clerics apply it with |
Effectively using Divine Smites
The key aspect of any build that involves at least 2 levels of Paladin is
Divine Smite. It is one of the coolest actions, punishing your targets with a ray of light. It can play a crucial role in maximizing your damage output. Let's go through some steps
First, open up your reactions window and make sure
Divine Smite is set to "Ask". First, you can do this for both normal and Critical hits

This can become somewhat irritating, as all of your attacks will pop a reaction window. However, in case enemy ends up with 7 HP, you can just use
Divine Smite to finish them off. If it is a Critical Hit, you really want to choose the highest level as it will technically double your
Divine Smite damage.
Overall, critical hits are extremely important for these attacks as the large number of dice rolls gets doubled. You can also guarantee them with spells like
Hold Person,
Hold Monster,
Glyph of Warding: Sleep, etc.
Another option, if you want, a big nova damage, is to use one of the special smites -
Blinding Smite,
Thunderous Smite, and use
Divine Smite as a reaction on the same attack. This can deal huge damage, but burns through spell slots very fast.
As I mentioned, other types of smites -
Thunderous Smite,
Searing Smite, come with unique effects and can apply various effects like
Blinded,
Frightened, etc. However, they might activate Concentration (and break your current spell) or use up bonus action, which is extremely valuable on Sorcerer with
Metamagic: Quickened Spell.
Level 4 - Paladin Lv 3
We continue levelling Paladin. Level 3 brings features both for class and subclass. First, the class benefits:
| Feature | Description |
|---|---|
| Prevents diseases from affecting the Paladin. |
In addition, you get subclass actions:
| Action | Description |
|---|---|
| Although the ability is pretty good, it has a Wisdom save, and also costs a full action. Might be worthwhile early on, but once you get |
|
| This is a pretty good Channel ability. It costs a bonus action and gives easy |
In addition, we get subclass-specific spells:
| Spells | Description |
|---|---|
| Pretty expensive ability, especially as there are items that can do that - |
|
| This spell uses bonus action and enables you to slightly improve your damage with each hit. Moreover, if you can maintain |
Level 5 - Paladin Lv 4
Level 4 brings a new feat, slightly improving the build capabilities
| Feat | Description |
|---|---|
| One of the best feats for two-handed weapons. First, it gives a bonus attack using a bonus action if you kill an enemy or land a critical hit. Second, it gives a big 10 damage boost, which comes with a -5 penalty to attack rolls. I recommend checking my guide on Attack Roll Increase, to get ideas on how to easily overcome this penalty. |
Level 6 - Paladin Lv 5
Finally, level 2 spells are unlocked, new Oath spells, and you get a new and powerful class feature:
| Feature | Description |
|---|---|
| Can make an additional free attack after making an unarmed or weapon attack. |
Always ready spells:
| Spell | Description |
|---|---|
| Excellent mobility action, to enable you to reach enemies, in case movement speed does not allow. It can also be used to flee. | |
| A pretty good spell, which can help with disabling foes and landing guaranteed critical hits. To best utilise it, later in Act 3, be sure to get |
As level 2 spells are unlocked, there are "really" good choices, just a few options, that might find useful:
| Spell | Description |
|---|---|
| This spell can empower your weapons with bonus damage rolls and attack rolls. The higher the spell slot you use, the bigger the bonus. Another thing is that the bonus may seem low, but it will boost your success on hitting while having |
|
| Can heal disease, poison, paralysis, and some other negative effects. Not mandatory, but good to have if the situation arises. | |
| This can be a useful spell if you don't have another source of it. Still, Paladin is kind of limited with spell slots. | |
| Can be used if you see that you will not be actiavting |
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 - Paladin Lv 6
Another important level for the build, as you will get access to an Aura.
| Feature | Description |
|---|---|
| Gives a bonus to saving throws, making Paladin an excellent option for resisting spells and maintaining concentration with spells. |
Level 8 - Cleric Lv 2
A few nice additions to the build:
| Action | Description |
|---|---|
| Excellent against undead enemies, making them run away. | |
| A great way to ensure you land attacks when attacking with a weapon. |
Level 9 - Cleric Lv 3
At this level, the Cleric gets access to Level 2 spells, further expanding the spellbook. Moreover, new always-ready spells are introduced.
| Spells | Description |
|---|---|
| This is a reasonably good spell. However, you will have plenty of Concentration spell options, so this will likely be left unused. | |
| Gives a good use for bonus action. The weapon deals okay damage and can act as a distraction. |
Prepared Spells
| Spells | Description |
|---|---|
| Excellent spell that you can use to greatly improve the survivability of one of your party members. I would pair this with Heavy Armor to greatly reduce the incoming damage. | |
| Almost a mandatory spell to have by someone in the group. This can help with various ability checks and turn the tables to your side. |
Level 10 - Cleric lv 4
A new learned cantrip is unlocked
| Cantrip | Description |
|---|---|
| Can be used to activate various item effects or in general cover an area in light. |
For Feats you can select from a few choices, based on your playstyle and what kind of playthrough you are doing.
| Feat | Description |
|---|---|
| The best option in terms of damage as it will reroll dice from weapon attacks and |
|
| Ability Improvement - +2 Strength | If going for the natural strength setup this would be one of the options |
| Ability Improvement - +2 Charisma | For Strength Elixir setup, which will also improve other stats. |
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 - Cleric Lv 5
The level is pretty significant as you will get access to a solid spell options.
| Feature | Description |
|---|---|
| When you use |
The War Domain subclass also gains special spells:
| Spell | Description |
|---|---|
| The most iconic cleric spell, which can also be useful on this build. Even though you don't have high Wisdom, you can still pump up Spell Save DC, and use it to land slightly higher damage. However, the goal would be to use |
|
| I think this is an excellent spell for the theme of the build. This gives 1d4 radiant damage bonus to everyone, which on characters like Archers or Fighters, can stack pretty well. |
Here are my recommendations for Prepared spells
| Spell | Description |
|---|---|
| This can be useful throughout the game in case you or a party member gets cursed. | |
| I recommend having this spell for at least one party member as it can be useful in certain vampire-related fights. | |
| Not an extremely powerful spell in your hands, but having a few ghouls in certain fights can be extremely useful as distractions. |
Level 12 - Cleric Lv 6
This level unlocks one of the major features of Nature Cleric:
| Feature | Description |
|---|---|
| An excellent Channel Divinity use that gives improved attack rolls, especially useful for allies that use |
Equipment Recommendations
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. - 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 2
As Minthara is only controllable in Act 2, this is where we will start with the build.
Build ID: 15276
Mode: Full Equipment
Sets: Act 2
Act 3 - Final Build setup
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.
Build ID: 15276
Mode: Full Equipment
Sets: Act 3
Alternative Setup - Radiating Orb debuffer
Build ID: 15276
Mode: Full Equipment
Sets: Radiant Debuffer setup
Build Mechanics
In this section, I would like to dive deep into how to play the Minthara 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 effectively use the build.
Bhaalist Armor and Aura of Murder
The build can get a huge damage boost in Act 3 with
Bhaalist Armour. It has a unique effect -
Aura Of Murder, which doubles piercing damage. As you use a bow, your base damage is piercing, meaning that you can outright double it.
This does come with some caveats; you have to be close to enemies for the effect to take place, so in many cases, you will get Threatened status, which will decrease your hit chance. This can be mitigated in 2 ways:
- Find the sweet spot of being far/close to the enemy where the effect applies, but no threatened status is present.
- Have another melee party member wear it and apply the effect.
Still, even with
Threatened status, you will have plenty of late-game boosts to negate the negative attack roll impact.
Combat Tactics and Rotation
The combat is pretty straightforward for paladin build.
Divine Smite should be used sparingly. I recommend having it as a reaction and activating it as needed - for example, finishing off an enemy with a few HP or landing a critical hit.
Soul Branding is an excellent bonus action use. I would say it is even mandatory if you have any thrower build, due to how it interacts with it.
Vow of Enmity is a very powerful tool that gives an easy
Advantage. It also has a major bug, where casting it on yourself gives
Advantage against everyone.- A big power spike is once you have
Great Weapon Master: All In. I recommend maximizing your attack rolls with
Oil of Accuracy, getting
Advantage or using
Elixir of Hill Giant Strength. - I would not spam too much of
Thunderous Smite,
Wrathful Smite as they do use both main and bonus action. However, if you are out of
War Priest charges and
Great Weapon Master: Bonus Attack will not activate, this is a good option. - As you have
War Priest passive from the 1st level, you can also attack using bonus actions.
Aura of Protection is a solid buff, but needs to be activated manually.
By getting more levels in Cleric, there are not many changes. Although there are multiple spells, the core remains the same as you concentrate on hitting and inflicting as much damage as possible and when possible.
Divine Favour is a nice damage boost if you can precast it before combat- If you are using Heavy Armor,
Warding Bond is a great option to protect one of your allies and greatly diminish damage received.
This is where the build opens up and a few setup options are unlocked. First, if you are going with
Band of the Mystic Scoundrel the goal is to build up
Arcane Acuity with
Helmet of Arcane Acuity. This is pretty easy, as you go in, bonk enemies and then use bonus action to cast spells. Paladin, does come with a very powerful one -
Command, that has variations. I do recommend
Command: Drop or
Command: Grovel as this takes care with most of the enemies.
If you skip this setup, then you can continue doing normal attacks. One addition is
Spirit Guardians. For this, I recommend the Revorb setup, using
Luminous Armour as then you can build up
Arcane Acuity using
Gloves of Battlemage's Power and then cast a spell with very high success chance.
I also recommend casting
Crusader's Mantle if you are doing a "normal" encounter, or you are funneling the gear to other party members.
Maximizing the Build - Abilities, Illithid, Consumables
In this section, I would like to dedicate to various optimizations that you can do to further empower your build. Various things like Illithid Powers and consumables can make the build from powerful to totally overpowered, trivializing the hardest game encounters
Maximizing Ability Scores
So, ability scores play an important role in overall build performance. They do help get higher modifiers to attack rolls,
Saving Throw, dialogue checks, and others. Let's look at how we can reach maximum values that are relevant to the Minthara Build:
- Act 2 - +2 Strength -
Potion of Everlasting Vigour - Act 3 - Mirror of Loss - pick +2 Strength.
Here I recommend prioritizing Charisma or Dexterity, as strength is set via
Elixir of Hill Giant Strength or
Gauntlets of Frost Giant Strength:
- Act 3 - +2 Charisma or +2 Dexterity - Mirror of Loss
- Act 3 - +1 Charisma - Mirror of Loss - Patriar's Memory,
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.
| Illithid Power | Type | Description |
|---|---|---|
| Base | Beneficial power to take as it does not have any costs and provides only benefits on the first hits. | |
| Base | Guarantees a critical hit, use it on important targets that you want to make sure are killed. | |
| Base | As this is Psychic damage, you will double it to 2d4 thanks to Resonance Stone. | |
| Base | A decent use for reaction to deal some bonus psychic damage. | |
| Base | As you will be using Dexterity, this can help you to reduce enemy Armor Class and give an increased hit chance on the next attack. | |
| Base | Can help to kill an enemy faster if it is left with a few HP. | |
| Elite | As you are not a charisma-based character, these proficiencies help with dialogue checks. | |
| Elite | Can be used to save yourself from a deadly spell. This is especially relevant as you will have a |
|
| Elite | Remove the cost of spell slots or charges. |
Potions, Elixirs and Consumables
Let's take a look at what consumables you can use to further empower the build.
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 |
|---|---|
| You can chug this potion before combat, or during combat using a bonus action. It gives another action point that gives an additional attack or one more spell cast. Sadly, its duration is only 3 turns. | |
| Although not something powerful, it is worth stocking up and saving a spell slot. | |
| Can be used to get a perfect position before the encounter starts. It can also help trigger Surprise rounds. | |
| Gives |
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. | |
| This is a very powerful debuff that applies |
|
| Has a chance to put an enemy to |
Elixirs
Be sure to activate them before combat, as otherwise, you will need to use a 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. | |
| Can be used as an option to dump strength and maximize other stats. Especially in the early game, 21 Strength with |
|
| Provides bonus damage of 1d4 and some other good bonuses. The |
|
| For some encounters, you will want to go first. This elixir will ensure that it overcomes even |
|
| Boosts attack rolls by 1d4; this is a good boost to increase the likelihood of landing attacks. |
Conclusion and Credits
Thank you for reading the Minthara build for Baldur's Gate 3. This offers a truly fun and unique experience for the character that reflects her background. Paladin and Cleric are somewhat at odds, but picking the correct features and items makes it a solid choice.
Cheers!
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War Domain
Paladin
Channel Oath Charges
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