Best Champion Build - more Attacks! - Baldur's Gate 3 (BG3)
Contents
Best Champion Build
Being one of the Fighter subclass it is strong by itself. However, the big downside of it, is that it does not have anything special going on like Battle Master or Eldritch Knight. The major benefit is the critical chance it provides.
This of course, can be disappointing as you are most likely looking for something spectacular. The major aspect is Remarkable Athlete: Jump that allows to cover large distances via jumping. This provides an interesting aspect of mobility. But again, it is nothing flashy.
So with this build, I will aim to make a build that concentrates on maximizing Critical Hit chance as this way we can exploit the Improved Critical Hit feature of the subclass. You will also gain bonus Fighting Style late, allowing for some additional boosts.
However, if you are interested in a more versatile Fighter, who represents a true leader on the battlefield check Battle Master Build.
Short overview
This is a short overview and progression of the build. Use it to get a glance if you want to pick the best options without going deep into the explanations. A more detailed description with texts, suggestions, and improvements can be found in the next sections.
Starting the Game
We start with the early game. I would go into what are the best Races, Abilities, and Skills for Champion. Some of these choices are impactful as you cannot respec them.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc.
Race | Features | Description |
---|---|---|
Half-Orc |
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A perfect Fighter race gains additional roll for critical hits, but most importantly, can stand up instead of being Downed. |
Githyanki |
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Very versatile race, that unlocks special items but also gets some spells like Misty Step and Enhance Leap. |
Zariel Tiefling |
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This race and subrace comes with special smites at levels 3 and 5. This is great as it will give some flavor to Champion's attacks throughout the game. They also get Thaumaturgy cantrip, giving an Advantage on various performance checks. |
Duergar Dwarf |
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Very solid choice, especially as they can enlarge themselves and also become invisible. |
Wood Half-Elf |
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One of the more popular options, Wood Subrace gets bonuses to bonus mobility, which you will need a lot. |
Class
The build is going into one class - Fighter. They give all weapon and armor proficiencies, making them extremely versatile front liners - two-handed weapons, swords, scimitars, dual-wielding, etc.
Overview | |
---|---|
Fighter | |
Features | |
Second Wind | You can use this to heal yourself in tight encounters, to get a little bit more of survivability. |
Fighting Style
Fighters get a unique choice of different Fighting styles. They give decent bonuses to various stats, pick one based on your preference. With this build, I would recommend going with either a Sword and Shield or a Two-Handed Weapon.
Fighting Style | Description |
---|---|
Defence | This works for both Sword and Shield and Two-Handed Weapons. The +1 Armour Class is a solid choice, increasing the survivability of Champion. |
Great Weapon Fighting | Take this to optimize damage output and ensure that low-damage rolls are re-rolled. Otherwise, go for the option above. |
Duelling | This is an option that is useful for sword and shield early in the game with +2 damage. However, 8+ levels I think this falls off and instead, you could take Defence. |
Background
Backgrounds are mostly for role-playing and you can pick whatever you prefer. Fighter, mainly benefits from Strength related skills, if you want some optimization there are a few options:
Background | Skills | Description |
---|---|---|
Outlander | Athletics Survival |
Gives a boost to Athletics greatly reducing the chances of Shove's success. Moreover, Survival will help with revealing hidden treasures, but it mostly utilizes the Wisdom ability |
Soldier | Athletics Intimidation |
Gives a better chance to resist shove, and increases the success of Intimidation dialogues. |
Abilities
Now let's take a look at the abilities of the Champion Fighter build. Correct allocation will allow us to maximize the early gameplay and get good modifier bonuses.
Ability | Value | Description |
---|---|---|
Strength | 17 (15+2) | The main damage attribute, especially if going with two-handed weapons. High strength will also increase jumping distance and carry weight. |
Dexterity | 14 | Early in the game, I recommend going with 14 Dexterity. You can use some good medium armor like Half Plate Armour from La'zael. Overall you can have 15-18 AC in the early game. Moreover, higher dexterity will allow you to start combat earlier. |
Constitution | 16 (15+1) | Important stat for frontlines to ensure that you can survive more hits, but also have successful Constitution Saving Throws. |
Intelligence | 8 | Not an important stat for us |
Wisdom | 10 | We get 10, to not get any negative modifier for Wisdom Saving Throws, as there are many of them. |
Charisma | 8 | We gimp this ability as it is not relevant for Fighter Champion in combat. However, if you are the main character, you could put a few points here from Wisdom, to get better success in dialogues. |
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 recommendations are to pick those at which you have a high ability modifier and these are Strength-related:
- Athletics
However, you may want some other options, especially if you are the main character
- Intimidation
- Perception
Leveling Progression
Here is the detailed progression for the Champion 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 the feel for the class you can start picking your options
Level 2
At the second level already fighter gains its most popular action:
Action | Description |
---|---|
Action Surge | For each short rest, you can add additional action points for bonus attacks. As you progress and obtain Extra Attack this will even give more than 1 additional attack. |
Overall, this encourages having constant short rests if you want to have the full potential of the Fighter.
Progressing with 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 really 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 strength investment if you plan to use them till the late game. This is somewhat gimmicky, however, if you are interested here is a guide on how to farm Elixir of Hill Giant Strength.
So here is the setup once you get these Elixirs and decide to use them. Remember to respec, to get the full utility:
Ability | Value | Description |
---|---|---|
Strength | 8 | The potion will raise the strength to 21, meaning that we do not need this ability. |
Dexterity | 16 (14+2) | Having higher dexterity will ensure we go earlier, but will not give bonus Armour Class as we are using Medium or Heavy Armors. |
Constitution | 16(15+1) | This stat ensures that a fighter can sustain adequate damage as a frontliner. |
Intelligence | 8 | Not an important stat for us |
Wisdom | 14 | We get 14, to not get any negative modifier for Wisdom Saving Throws, as there are many of them. |
Charisma | 12 | As we have more free points, we can now enhance the Charisma, even if you are not the main character. |
Of course, if you do not wish to use these potions, then don't worry, use the ability allocation I suggested at the beginning of the post.
Level 3
We reach the final level of the build and it will have a decent impact on the offensive capabilities. We get to choose the Fighter subclass. The build will be going with Champion.
Overview | |
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Champion | |
Features | |
Improved Critical Hit | A simple improvement to critical chance. In the early game, this won't have a big impact, but from Act 2, it will start adding up. |
Level 4
Level 4 brings the first feat. There are some options that you can pick so let me give recommendations
Feat
Feat | Description |
---|---|
Ability Improvement | Take +2 Strength. However, if you are using Elixir of Hill Giant Strength, put those points into Dexterity or Constitution or look at the options below. Once you stop using them change the level 4 feat to +2 Strength, this way we can easily maximize it in Act 3. |
Great Weapon Master: All In | This is the strongest feat if you are using 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, that comes with a -5 penalty to attack rolls. This is problematic in the early game but can be overcome in various ways. I recommend checking my guide on Attack Roll Increase, to get ideas on how to mitigate it. |
Level 5
This is a huge milestone for Champion.
Feature | Description |
---|---|
Extra Attack | This allows attacking two times instead of one, theoretically doubling the Champion's damage output. |
The next improvement like this will happen at level 11.
Level 6
And we get another Feat choice
Feats
Feat | Description |
---|---|
Great Weapon Master | Pick this one if you have not taken it previously. It gives additional attack with Great Weapon Master: Bonus Attack and increased damage with Great Weapon Master: All In. |
Alert | This is another option if you are still using Elixir of Hill Giant Strength and have Great Weapon Master. It ensures you start most of the encounters first and cannot be surprised, making many fights easier. Also, take this if you are using a One-Handed Weapon. One thing of note, if you are not lazy, you could do an additional respec, where you gimp on Dextirity and lower it to 10 (if using Heavy Armour) or 14 (if using Medium Armour). Then put those points into something like Wisdom or Charisma to better resist spells. |
Level 7
The Champion gets substantial improvements to its subclass.
Feature | Description |
---|---|
Remarkable Athlete: Jump | Gives a substantial boost to jumping distance. With this upgrade and having high strength, you can use it similar to something like Misty Step, to get to far-away targets. |
Remarkable Athlete: Proficiency | The proficiency bonus helps ensure that you survive and resist offensive area-of-effect spells and resist physical actions. |
Level 8
The build unlocks the next Feat:
Feats
Overall the goal is to ensure that you have Alert feat at this level. Moreover, you should already be covered with Ability Improvement and Great Weapon Master.
Feat | Description |
---|---|
Alert | This is the perfect time to take this feat if you did not do that before. |
Savage Attacker | Gives an advantage on damage rolls. It is most effective when there are multiple rolls and bonuses to damage. |
Polearm Master | Another option to take if you are using Glaives, spears or halberds. It allows to use Opportunity attack when enemies enter your range. However, the Polearm Master: Bonus Attack is bugged and really not works that well for now. |
Level 9
Besides the boost in HP, a new class feature of fighter is unlocked:
Feature | Description |
---|---|
Indomitable | Greatly improves chances of succeeding in Saving Throws, minimizing the impact of crowd control actions. |
Unfortunately, it is not as important for a fighter, compared to something like a Caster, which would be using a lot of Concentration spells.
Level 10
Another subclass feature of Champion is unlocked. You get to choose the second Fighting style.
Fighting Style
Unfortunately, you can select from the ones that were available at level 1.
Fighting Style | Description |
---|---|
Defence | If you did not take this before, now is the best time to do that. |
Great Weapon Fighting | Take this to optimize damage output and ensure that low-damage rolls are re-rolled. Otherwise, go for the option above. |
Duelling | Pick this one if you are using Sword and shield and did not take this in the early game. |
Level 11
This is big, very big. You gain a very important class feature from Fighter
Feature | Description |
---|---|
Improved Extra Attack | Now a third attack can be used, tripling your base damage. Especially in the late game, where you have multiple sources of additional damage, this will stack up for easy kills against most foes. |
Level 12
Now the final level of the Champion build is reached? How do you feel? Well, this has been a big journey, and we finish off the build with the final Feat selection.
Feat
This is the final optimization for the build, make sure that you have picked all the previous feats, as this ensures, that you can attack with bonus action, have very high strength, and go first in most of the encounters.
Feat | Description |
---|---|
Savage Attacker | The final optimization of the build. This will roll damage dice two times, making it more likely that you will deal higher damage. This is an Advantage for damage rolls. It is more powerful if you have multiple sources of damage, not just base damage from the weapon. |
Polearm Master | Gives the option to do an opportunity attack when the enemy enters your melee range. This works specifically with spears, Halberds, and Glaives. |
Sentinel | Another option that you can use when you want to have more ways of activating Opportunity attacks. Perfect for Shield and Sword setup, as you will have exhausted most other offensive feats. |
Defensive Duellist | This is another option if you plan on using Duellist's Prerogative as it gives bonuses to critical chance when off-hand is empty. |
Illithid Powers
This is a special mechanic in Baldur's Gate 3, that allows you to consume tadpoles and unlock special Illithid Powers. These range from somewhat useful, to extremely deadly. I would like to leave a few recommendations:
Base Illithid Powers
Order | Illithid Power | Description |
---|---|---|
1 | Favourable Beginnings | Very useful power to take as it does not have any costs, and provides only benefits on the first hits. |
2 | Luck of the Far Realms | Guarantees a critical hit, a very powerful action to have. |
3 | Concentrated Blast | Mainly need this one for progression. |
4 | Cull the Weak | It allows you to deal additional psychic damage around the target you kill. Moreover, it can provide an insta-kill if the enemy is very low on HP. |
Potions, Elixirs and Consumables
Let's take a look at what consumables we 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 |
---|---|
Potion of Speed | In case you or your other casters have a Concentration spell slot taken and cannot cast Haste, use this potion. It acts similarly, but the effect is just for 3 turns. |
Potion of Animal Speaking | A good potion to drink for role-playing and additional dialogue options with animals. |
Potion of Invisibility | Can be used to get a perfect position before the encounter starts. |
Potion of Flying | Gives bonus mobility for the encounters. |
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 |
---|---|
Elixir of Viciousness | Further reduces the required roll for critical hit by 1. Stacks with other items. |
Elixir of Bloodlust | As you will be able to easily kill at least the weakest foe, this ensures additional attacks per turn. Moreover, in the late game, with a high critical chance and good gear, this is the optimal choice. |
Elixir of Hill Giant Strength | Sets strength value to 21 until the Long Rest. With this option, you can easily gimp on strength in the early game. You can put those points in Dexterity or Strength. Here is a farming guide for Elixir of Hill Giant Strength |
Elixir of Cloud Giant Strength | An upgraded version that is available mostly in Act 3 via crafting or purchasing. Sets strength to 27, the highest value possible. if using this one, you could set the strength to 8 via respec. However, I would still prioritize Elixir of Bloodlust late game. |
General Tips
Now I would like to cover some general tips on how to play Champion build.
Multiple respecs
The Champion can be respecced multiple times throughout your playthrough, depending on the itemization. For example Act 1:
- Elixir of Hill Giant Strength - makes you not need strength investment, and get higher Constitution or Dexterity for better combat.
- Gloves of Dexterity - you can gimp on Dexterity while wearing this, respeccing and leaving it at 8 points.
As you progress you will also get other items in Act 3:
- Gauntlets of Frost Giant Strength - makes Strength 23, allowing to gimp on strength
- Amulet of Greater Health - maximizes Constitution to 23, allowing to skip any investment into this ability.
So as you can see, based on the gear you equip you can then put ability points elsewhere. I would keep this priority:
- Strength
- Constitution
- Dexterity
- Wisdom
- Charisma
- Intelligence
This way you will know where to best allocate points while wearing or using one of the listed items. However, for the late game, I think it's best to minimize the use of these items, as you can get other options that directly improve your damage.
Two-handed vs. One-handed with Shield
One decision you will have to make is what weapons you use. Overall, in early and mid-game, I would say Two-Handed choices are much more powerful. However, in Act 3. Some items are truly powerful like - Nyrulna (can be used as one-handed or two-handed), Belm, etc. These can deal a decent amount of damage.
Another thing is that shields have an edge on Armour Class, making you feel very safe in the frontlines, standing in the enemy's face. Overall, pick what is cooler for you.
Bonus Ability points through Playthrough
During your playthrough you will have two major points in the game, where you can increase the ability points in this case - Charisma:
- Act 1 - Auntie Ethel Hair, by sparing her life and getting her hair. This can be used to increase Strength by 1. This is the reason why we leave it at 17 so that in Act 1 we could have it at 18 (or 20 with Ability Improvement Feat)
- Potion of Everlasting Vigour - obtained in Act 2, in Moonrise towers, after offering Astarion's blood to the researcher. This gives +2 Strength.
- Mirror of Loss. This also provides bonus ability points based on your decisions. It gives +2 to Strength.
With all of these in Act 3, you will reach 24, the maximum value of Strength, gaining a +7 Proficiency bonus to many of the rolls.
The number of Actions joke
One thing that will surprise you as you play Champion is your action bar. You will have... only two class-related actions
This is a joke of course as you will get some actions from gear, but still, this is what you should expect by playing this class, straight, to-the-point combat.
Have an ally with Phalar Aluve equipped
Currently (if you are not paying Honour Mode) this sword provides one of the most powerful buffs in the game. Even if it is fixed, the "normal" effect is still very powerful. As you can guess I am talking about Phalar Aluve: Shriek.
This decreases enemy Saving Throw rolls of Charisma, Intelligence, and Wisdom. But more importantly, each hit that you or your ally does adds a bonus 1d4 Thunder damage. So multiple attacks that you do, will stack up quite neatly against enemies.
Managing Great Weapon Master
One of the more important feats of the build is Great Weapon Master: All In. It gives a flat damage boost at the cost of decreased attack rolls. Generally, it is best to take this later in the game at level 8+, when you have higher attack bonuses and better gear.
However, if you can effectively use it at level 4, you will be able to easily kill most of the enemies you encounter, especially as it is easy to die in Act 1. So if you are up for putting in additional effort the benefits are immense. Here are the main ways to increase your attack rolls:
- Bless from Cleric or Paladin, for a 1d4 bonus.
- Spells like Faerie Fire, and Blindness give an advantage to attackers.
- Oil of Accuracy or Diluted Oil of Sharpness, for 1 and 2 attack roll bonus.
- Gloves of the Growling Underdog - can be obtained in Goblin Camp, and gives an advantage for attack rolls.
- Svartlebee's Woundseeker - early game greatsword that you can get before engaging in any of the major battles of Act 1.
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.
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Champion build effectiveness. Items are especially important as they take the build to the next level thanks to their unique effects.
For Champion, we would concentrate on gear that improves Critical Chance. This is very hard to improve in Act 1, but will get better as the game progresses.
Act 1
The early game can be hard, as you do not know where to find items. You also should make a decision, about what kind of setup you are going with - Two-Handed or One-Handed.
Slot | Item | Description |
---|---|---|
Melee (One - Handed) | Blood of Lathander | The best one-handed weapon option in Acts 1 and 2. Gives +3 Enchantment and very powerful Sunbeam action. |
Knife of the Undermountain King | The only one-handed weapon that improves the critical chance this early in the game. However, I would say it is not the best for a champion as being a shortsword it only does 1d6 damage compared to other options. | |
Larethian's Wrath | This weapon is also a contender for best one-handed weapon in Act 1, as it has a unique Razor Gale effect, allowing it to hit multiple targets. | |
Phalar Aluve | A perfect one-handed option. Its special Shriek ability will also give a huge boost to other party members. However, I would better use this with Cleric as the activation costs an action and the result is two lost attacks. | |
Sword of Screams | A solid weapon, that gives a bonus 1d4 psychic damage each hit. | |
Melee (Two-Handed) | Unseen Menace | Solid choice as it increases the critical chance and provides an advantage on attack rolls. |
Sword of Justice | A very good choice, has +1 Enchantment but most importantly it can use a spell that gives +2 Armour Class. Fighters don't use the Concentration slot for anything else, so the Tyr's Protection is the perfect choice. | |
Everburn Blade | This sword is worth it until you reach Druid's Grove, there it is much better to buy items with +1 Enchantment like Greataxe +1 or Greatsword +1 as they give a better chance of landing attacks and minimal damage decrease. | |
Ranged | Titanstring Bow | The best option in terms of damage. However, I would not rely heavily on this as you are the most powerful while using Melee weapons. |
Bow of Awareness | The higher initiative bonus will allow you to start your turn earlier. | |
Hand Crossbow +1 | Equipping two of these will allow you to attack with off-hand. This is important as you may not have use for Bonus Action. However, for dedicated ranged weapons check the options above. And it becomes useless once you get Great Weapon Master. | |
Shield | Adamantine Shield | It provides a substantial defensive boost by reducing critical hit damage. |
Safeguard Shield | Gives a bonus to saving throws, easily accessible early in the game. | |
Head | Grymskull Helm | Gives resistance to critical hits and allows the use of Hunter's Mark, for additional single-target damage. |
Holy Lance Helm | Great helmet, that can deal bonus damage to attacking targets. Be sure to have a high Armour Class to avoid enemy hits | |
Haste Helm | Provides increased speed at the start of the combat. | |
Cloak | The Deathstalker Mantle | The only option in Act 1 that is okay, by providing once-per-turn invisibility. |
Armor | Adamantine Scale Mail | Very powerful armor in Act 1, that is perfect for frontliner and if you have 12 Dexterity or lower. |
Adamantine Splint Armour | Another powerful armour from Grymforge, that is best worn with 14 Dexterity, to get Bonus Armour Class, making it equal to Heavy Armour. | |
Githyanki Half Plate | This can be equipped when starting the game by taking it from Lae'zel. Very solid option with a high Armour Class. | |
Gloves | Gloves of Dexterity | These gloves set your Dexterity to 18, allowing you to respec and dump it to 8. You can then maximize Constitution and other abilities like Wisdom, and Charisma to work better against spells. However, once you obtain Great Weapon Master: All In and do not have Risky Ring yet, take the option below |
Gloves of the Growling Underdog | Truly the best option in Act 1, as this will guarantee that your attacks land. | |
Boots | Disintegrating Night Walkers | Avoids slipping on various terrains and most importantly unlocks Misty Step each short rest. |
Boots of Striding | Gives additional protection against being Prone. | |
Amulet | Broodmother's Revenge | This is a very powerful amulet, that will lead you through most of the game, the 1d6 bonus damage is very good. |
Rings | Caustic Band | Provides 2 damage increase on each weapon hit, making it a good choice in Act 1. It is very expensive. |
Ring of Protection | Gives defensive bonuses to Armour Class and Saving Throws. | |
Ring of Absolute Force | Bonus thunder damage to thunder spells. |
Act 2 - mid-game
This is the mid-game, where most of the areas will be covered by dark. Radiant equipment will shine here and having Darkvision is recommended. You also can get some great items, albeit some will stay the same from Act 1.
Overall, you will get improvements to gear as you progress naturally.
Slot | Item | Description |
---|---|---|
Melee (One - Handed) | Blood of Lathander | This still plays a major role in Act 2, even more so as its light effect helps with combat in the Darkness. |
Myrkulite Scourge | Deals bonus necrotic damage. Otherwise, it is a normal choice. | |
Melee (Two-Handed) | Moonlight Glaive | Has a passive light effect, making it effective with Callous Glow Ring. Moreover, it gets bonus radiant damage and unique attack actions. |
Halberd of Vigilance | A good choice for Act 2 and can be used till Act 3. Besides its unique benefits, it comes with bonus 1d4 force damage and not many enemies can resist it. | |
Drakethroat Glaive | You can imbue a weapon with any element 1d4 damage and gain a +1 to attack rolls. You can get the bonus elemental damage on any weapon. For example, drop another weapon on the ground, cast the spell with this glaive, and equip the said weapon. This is a very powerful combo, although it may be a bug. | |
Ranged | Titanstring Bow | The best option in terms of damage. However, I would not rely heavily on this as you are the most powerful while using Melee weapons. |
Bow of Awareness | The higher initiative bonus will allow you to start your turn earlier. | |
Shield | Sentinel Shield | The shield provides a bonus initiative that is good for starting the turns earlier. |
Adamantine Shield | The shield is still relevant especially as it gives resistance to Critical hits. | |
Head | Dark Justiciar Helmet | It increases the critical chance by 5%, and it only requires you to be obscured. Moreover, gives some resistance against spells by providing bonus Saving Throws. |
Covert Cowl | Provides bonus critical chance while obscured. The first helmet in the game that will offer this bonus. | |
Cloak | Cloak of Protection | Improves survivability and Saving Throw success. |
Fleshmelter Cloak | Reflect 1d4 acid damage if somebody hits you in melee range. | |
Armor | Yuan-ti Scale Mail | This armor is strange and very useful for the build. With it, you are not limited to a +2 Armour Class bonus from Dexterity. So while using it, I recommend respeccing, so that you would have 16 Dexterity. You can lower Constitution to 14 for this if you do not use Elixir of Hill Giant Strength. Another benefit is its initiative bonus, allowing you to go earlier in combat. |
Adamantine Splint Armour | The armor is still potent in Act 2, but be on the lookout for others with 19 Armour Class like Splint Armour +2. | |
Adamantine Scale Mail | Still plays a good role in Act 2, as its 16 Armour Class is plenty. | |
Gloves | Gloves of the Automaton | Similar to the option below, these provide an Advantage on attacks but require Bonus Action to activate the effect. |
Gloves of the Growling Underdog | These gloves are mandatory at least until you get Risky Ring or if you do not use Great Weapon Master feat yet. | |
Flawed Helldusk Gloves | Provides bonus fire damage, however, only use it once you get Risky Ring. | |
Dark Justiciar Gauntlets | A solid option as it gives a bonus 1d4 necrotic damage. But only use it after you get Risky Ring. | |
Boots | Evasive Shoes | Bonus armor class for higher survivability. |
Disintegrating Night Walkers | The boots are still a good option in Act 2. | |
Amulet | Surgeon's Subjugation Amulet | Not a perfect amulet, but could be useful once you have Risky Ring and at least Covert Cowl. This would then allow for easy paralysis on some enemies. |
Broodmother's Revenge | Still, the best amulet as it provides a substantial damage boost if healed - a cleric can do this easily. | |
Amulet of the Harpers | Alternative to the amulet above if taken by another member. Gives bonus survivability and allows casting Shield with reaction. | |
Rings | Killer's Sweetheart | Allows dealing guaranteed critical hit per long rest. After this, you can just unequip it. Moreover, it can change an attack that misses and turns it into critical. |
Risky Ring | Provides an Advantage on attack rolls. This is a mandatory ring as it will both guarantee more hits and a higher chance of critical hits. | |
Callous Glow Ring | Easily get bonus damage if creatures are illuminated, this can be done by casting Light on yourself by an ally. | |
Caustic Band | 2 Acid damage on any kind of attack. With multiple attacks you do the bonus is substantial. | |
Ring of Free Action | Makes you immune to difficult terrain, and you cannot be paralyzed otherwise. | |
Eversight Ring | Makes you immune to being blinded, which can be detrimental in some encounters. |
Act 3 - Final Build setup
This is the last act of the game, where you will get access to the most powerful items. To get them as early as possible you will need some planning, but overall, it should not be a problem.
Act 3 gives so many different items, that the build can be changed multiple times as you explore it. For example, you could go with Nyrulna + Bhaalist Armour for very strong damage, but sacrificing armour class.
On the other hand, you can pick Balduran's Giantslayer and take armor like Helldusk Armour or Armour of Persistence to play a more survivability role. So definitely try out different combinations to find the sweet spot for your playstyle.
Slot | Item | Description |
---|---|---|
Melee (One - Handed) | Nyrulna (BiS) |
Although this would technically be a weapon used for Throwing builds, it is perfect as a melee choice. You can still throw it for AOE lightning damage as Extra Attack still works. It is also ridiculously powerful if you equip Bhaalist Armour for constant vulnerability. |
Belm | What makes this one special is that it has a unique Whirlwind attack, that can target all nearby enemies with separate attack rolls. You can easily do three smites on different targets with it. It has another effect when worn in an offhand, you can use it as a bonus action attack which replicates the main hand weapon. |
|
Duellist's Prerogative | Although the weapon is aimed at single-wielding without a shield, it is still useful as it allows additional attack using bonus action. However, if you want the bonus to critical chance you will have to forgo shield. But that should not be a problem if you have Duelling passive | |
Devotee's Mace | Deals 1d8 bonus radiant damage and has +3 enchantment to damage and attack rolls. | |
Melee (Two-Handed) | Balduran's Giantslayer (BiS) |
The best two-handed sword in the game. Gives huge damage bonuses from high strength and is a perfect large monster killer. |
Silver Sword of the Astral Plane | A good choice, specifically for Githyanki due to bonus damage and resistance. Otherwise, it falls short of other options. | |
Nyrulna | This weapon can also be used as two-handed, albeit its base damage is not as high. It can be a perfect choice until you obtain the top ones. It is also ridiculously powerful if you equip Bhaalist Armour for constant vulnerability. | |
Hellbeard Halberd | This gives a bonus of 6 poison damage per hit, which is very high, making it a strong top weapon contender. | |
Ranged | The Dead Shot (BiS) |
The best bow for crit fishing builds as it increases the critical chance. |
Shield | Viconia's Walking Fortress (BiS) |
The strongest shield in the game. Has a special shield bash reaction that deals force damage. Moreover, gives good resistance to spells. |
Swires' Sledboard | Provides Force Conduit each turn, decreasing the damage that the wielder receives. | |
Head | Sarevok's Horned Helmet (BiS) |
The only helmet in Act 3 that provides a bonus critical chance. |
Mask of Soul Perception | The best helmet to increase attack chance success when using Great Weapon Master: All In. | |
Horns of the Berserker | Increases attack rolls and provides a bit more damage with weapons. just be sure to not have your HP at maximum, make an ally hit you before the combat. | |
Cloak | Cloak of Displacement (BiS) |
Improves the chances of attacks missing the wearer until getting hit for that turn. |
Armor | Helldusk Armour (BiS) |
This armor has the highest armor class in the game. Moreover, it grants flying and burns enemies in flames when they attack you. |
Armour of Persistence | A solid defensive choice, that comes with damage reduction cantrip effects. | |
Armour of Agility | The armor does not limit the Dexterity bonus to AC. So you can again make sure via respec that it is 16, to get +3 to AC. | |
Bhaalist Armour | This is light armor, so you should be maximizing your Dexterity and have it at least at 16, to get a high Armour Class. Together with Nyrulna you can deal frightening amounts of damage due to the Aura Of Murder effect. | |
Gloves | Helldusk Gloves (BiS) |
Gives a solid bonus of 1d6 fire damage on hit, and provides a fire spell with Strength as a casting ability! |
Legacy of the Masters | + 2 bonuses to damage and attack rolls. Which is perfect when using Great Weapon Master: All In. | |
Boots | Helldusk Boots (BiS) |
Allows avaoiding failed Saving Throws, and uses reaction to change the outcome. Moreover, provides bonus actions for mobility and damage. |
Boots of Persistence | Gives a huge boost to mobility and avoids difficult terrain. | |
Amulet | Surgeon's Subjugation Amulet | Still a good choice if you find it useful. |
Broodmother's Revenge (BiS) |
The amulet still pulls strong even in the late game. | |
Amulet of Greater Health | Makes any Constitution ability investment redundant as it maximizes it to 23 points. However, this means that you also sacrifice an amulet slot for something that could be more offensive. | |
Rings | Risky Ring (BiS) |
Provides an Advantage on attack rolls. This is a mandatory ring as it will both guarantee more hits and a higher chance of critical hits. |
Killer's Sweetheart (BiS) |
Guarantees a critical hit once per Long rest. Moreover, it can change an attack that misses and turns it into critical. | |
Caustic Band | 2 Acid damage on any kind of attack. With multiple attacks you do the bonus is substantial. Can be equipped after Killer's Sweetheart has been used |
Conclusion
Thank you for reading the Champion build for Baldur's Gate 3. Although quite simple subclass, it can pack a punch being a derivative of Fighter. As you play, the obtained gear will make your build better and better as more unique actions are unlocked.
Cheers!
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