
Barbarian Berserker Thrower Build - Baldur's Gate 3 (BG3)
Contents
Barbarian Berserker Tavern Brawler Build
Going Berserker is already an easy game, as they are a very powerful class early in the game. However, we will ensure that they continue to be your top damage dealer till the end of the game. For this, you will need multiclassing.
By going with Thief, the build can utilize another bonus action for
Frenzy +
Enraged Throw on the first turn. Although this seems like a simple improvement, it unlocks a lot of potential possibilities not only for damage but also for utilizing consumables during the fight.
Later, you multiclass into Fighter. It will give a whole action once per short rest, allowing you to sling two more throws. Another thing is that based on subclass selection, you will be able to use a wider variety of weapons or go all-in on maximizing damage.
Here is some late-game combat showcase, where each throw guarantees an enemy kill:
Leveling Overview
Here is a table to get 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.
The leveling overview is a simplified version of the build. In the detailed progression below I go into more details to optimize the build.
| Level | Class | Selection |
|---|---|---|
| 1 | Barbarian 1 | STR - 17 (15+2), DEX - 16 (15+1), CON - 14, INT - 8, WIS - 10, CHA - 8 |
| Skills: Athletics, Intimidation, Perception, Survival | ||
| 2 | Barbarian 2 | - |
| 3 | Barbarian 3 | Subclass: Berserker |
| 4 | Barbarian 4 | Feat: |
| 5 | Barbarian 5 |
- |
| 6 | Rogue 1 | Skills: Athletics, Acrobatics, any |
| 7 | Rogue 2 | - |
| 8 | Rogue 3 | Subclass: Thief |
| 9 | Rogue 4 | Feat: Ability Improvement +2 Strength or |
| 10 | Fighter 1 | Fighting Style: |
| 11 | Fighter 2 | - |
| 12 | Fighter 3 | Subclass: Eldritch Knight or Champion |
Starting the Game - Level 1
We start with the early game. I would go into what are the best Races, Abilities, and Skills for a Barbarian Berserker Thrower Build. Some of these choices are impactful as you cannot respec them.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc. Also, keep in mind whether your picked race has Shield proficiency as this can improve survivability or give benefits for offensive.
| Race | Features | Description |
|---|---|---|
Half-Orc |
|
A perfect race for physical attacks, that gain additional roll for critical hits, but most importantly, can stand up instead of being Downed. |
Duergar Dwarf |
|
Very solid choice, especially as they can enlarge themselves and also become invisible. Another reason for dwarves is that they can use the |
Halfling |
|
Pick any subrace. A halfling is a perfect race for most martial as it can reroll in case you get critical failure of rolling 1. This greatly reduces your chances of missing an attack. |
Githyanki |
|
Very versatile race, that unlocks some good actions for combat and exploration. |
Wood Half-Elf |
|
One of the more popular options, Wood Subrace gets bonuses to bonus mobility, you will not need that as much later in the game. |
Class
The starting class is Barbarian. This will give the core of the throwing mechanics needed to be effective from the early game.
| Overview | |
|---|---|
Barbarian |
|
| Features | |
| Unique action to Barbarians that boosts damage and gives physical resistance. Make sure to attack each turn to sustain the bonuses. | |
| Gives some utility to the Constitution when going with Barbarian. Sadly, the build relies on various armors so this will not be utilized to the full extent. | |
Background
Backgrounds are mostly for role-playing and you can pick whatever you prefer. Barbarian, mainly benefits from Strength-related skills. However, as we will multiclass into Rogue, dexterity-related backgrounds can also be taken.
| 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. |
| Urchin | Sleight of Hand Stealth |
Improves stealth-related skills, allowing for better pickpocketing and trap disarmament. |
| Charlatan | Deception Sleight of Hand |
Mainly good for improved Sleight of Hand to unlock chests and pickpocketing. |
Abilities
Now, let's take a look at the abilities of the Berserker Tavern Brawler build. Correct allocation will allow us to maximize the early gameplay and get good modifier bonuses.
| Ability | Value | Description |
|---|---|---|
![]() |
17 (15+2) | Strength will determine the effectiveness of normal and throw attacks, so it is the most important stat to optimize damage. |
Dexterity |
16 (15+1) | Dexterity plays two roles for the Barbarian, first, it gives higher initiative to start the turn earlier. Second, it gives a bonus Armour class based on Dexterity proficiency. |
Constitution |
14 | Gives HP and improves Armour class with |
Intelligence |
8 | Not an important stat for the build. |
Wisdom |
10 | Wisdom is useful to have some resistance against spells in the game. Most of them target Wisdom, meaning that having it too low can be detrimental. |
Charisma |
8 | Not important, unless you are the main face of the party. in this case, you could lower Wisdom and get 10. Otherwise, don't worry too much about dialogue outcomes, as you can beat your way out of any encounter. |
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
- Survival
Leveling Progression - Level 2-12
Here is the detailed progression for the Berserker Thrower 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
From the get-go, we gain some neat features with the Barbarian class.
| Action | Description |
|---|---|
| This action is good until level 4, after that, the build solely concentrates on Throws. This is very valuable early on, as that's when it is the easiest to miss most of the attacks due to bad gear. |
And also a class feature:
| Feature | Description |
|---|---|
| A decent utility skill. It is nothing major and does not have a big impact on the build |
Level 3
As a Barbarian at level 3, you can choose the subclass. It impacts how you play the build and we will be going with Berserker. It will allow exploiting the Bonus Action for more damage early on.
| Overview | |
|---|---|
Berserker |
|
| Features | |
| An upgraded version of Rage. It unlocks two new attacks that can be used with your bonus action. | |
| A melee attack with a bonus action | |
| Throw an attack with a bonus action. | |
One thing that you may notice, is that each of these new attacks decreases attack rolls after each hit. Although it would be a problem, the next-level
Tavern Brawler will fix it.
Level 4
Level 4 brings the first feat. You could say the build is fully ready, as we will get the main thing it needs.
Feat
| Feat | Description |
|---|---|
| This Feat makes the build very powerful. With high strength, you will have extremely high chances to hit and even better damage from its bonus effect. You want to take +1 Strength. However, if using Elixir of Hill Giant Strength choose +1 Constitution. |
Level 5
This is a huge milestone for the build as it will become even more powerful.
| Feature | Description |
|---|---|
| This allows attacking two times instead of one, theoretically doubling the build's damage output. | |
| Amazing feature of Barbarian, that will make it easier to get a better position for higher ground. |
Level 6
Ideally, we would like to multiclass into Rogue now. However, it does not bring much to the table until the level 3 Thief subclass. For this reason, I would recommend sticking with Barbarian until Level 8 and then doing a respec of Barbarian 5/ Rogue 3.
If you do not want to do a respec, you can multiclass straight to Rogue Lv 1. This is a little bit less effective, but nothing to be worried about. So for now I will continue with Barbarian. This gives additional Rage Charge and a new subclass feature.
| Feature | Description |
|---|---|
| The resistance can be useful in some encounters. You do not want Berserker Thrower to tap out of combat greatly diminishing the group's potential. |
Level 7
The last level before doing a respec. Level 7 Barbarian also gives a very good passive that you will surely utilize to the full extent.
| Feature | Description |
|---|---|
| Similar to |
Level 8 - respec to Barbarian Lv 5/Rogue Lv 3
This is a major milestone. I now recommend doing a respec as this will allow enjoying the best features from both classes:
- Start with Barbarian Lv 5 and use the same stats as previously
- After that multiclass into Rogue Lv 1 and continue leveling till level 3. The Rogue is very important as at level 3 you gain a subclass
Subclass
| Overview | |
|---|---|
Thief |
|
| Features | |
| Very powerful feature, that will ensure we can do another throw on the initial turn of combat. | |
| Reduces fall damage. | |
Overall, this will greatly improve your damage output on the first turn.
Level 9 - Rogue Lv 4
A second feat is unlocked that will greatly improve what you can do with the build.
Feats
| Feat | Description |
|---|---|
| Ability Improvement - +2 Strength | This is a perfect option that allows you to reach 24 strength. The increased modifier will increase damage and attack rolls. |
| The feat provides options to use dual-wielding with throwing weapons. There are some decent stat sticks that you could use to further improve the damage potential. | |
| Gives a good boost to the initiative and ensures that you cannot be surprised. |
Level 10 - Fighter Lv 1
Now we enter the optimization phase of the build. For this reason, take Fighter, to unlock its subclasses for further improvements to the build.
Class
| Overview | |
|---|---|
Fighter |
|
| Features | |
| You can use this to heal yourself in tight encounters, to get a little bit more of survivability. | |
Fighting Style
I see two main contenders for the Berserker Tavern Brawler build
| Fighting Style | Description |
|---|---|
| The only choice that is relevant for the build. It will give a higher survivability. | |
| The damage bonus is okay, nothing special, but it will stack up with multiple hits. However, I think this may be a bug and be patched someday as you are still using two weapons. |
Level 11 - Fighter Lv 2
At the second level already fighter gains its most popular action:
| Action | Description |
|---|---|
| For each short rest, you can add additional action points for bonus attacks. As you progress and obtain |
Overall, this encourages having constant short rests if you want to have the full potential of the Fighter.
Level 12 - Fighter Lv 3
And we reach the final level of the Berserker Thrower build. This also requires making on major decision about which subclass to pick. There are two main contenders:
| Subclass | Description |
|---|---|
Eldritch Knight |
Eldritch Knight has a unique effect |
Champion |
This subclass is the simplest option in the whole game. The main idea here is that you get |
My personal preference is Eldritch Knight, with neat utility spells and its other features:
| Overview | |
|---|---|
Eldritch Knight |
|
| Features | |
| Your weapon cannot be knocked out from the hand and returns when thrown. This further improves the array of weapons that you can use throughout the game as throwing ones. | |
Cantrips
I do not think it matters much what you pick at this point in the game. You are already close to the end and the most important aspects of your group loadout should be covered. Still, my recommended choices would be:
| Cantrip | Description |
|---|---|
| Can be used in dialogues to get an advantage on rolls. | |
| Move enemies together to one place by drawing their attention. This can be perfectly exploited with |
|
| Could be used for exploration and some world interactions. |
Spells
I think only one spell is needed, for the second one pick whatever you prefer:
| Spell | Description |
|---|---|
| Allows you to increase Armour Class by 5. This can be a big boost and negate most of the damage per turn. |
Expanded
For an expanded spell list, pick one utility, or anything else. I am guessing you already have companions who can use
Longstrider,
Enhance Leap, etc.
Maximizing Ability Scores
Now, as the build progression is covered there are a few aspects and important decisions you will have to make throughout the game. These will decide your final score for abilities. here I will assume you did not take Strength Elixirs.
Tavern Brawler feat - +1 Strength- Act 2 - Potion of Everlasting Vigour - +2 Strength.
- Ability Improvement - +2 Strength.
- Act 3 - Mirror of Loss - pick +2 Strength.
This will allow you to reach 22-24 natural Strength, and result in a +6 ability modifier on attacks and ability checks.
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 |
|---|---|
| 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 |
|
| Gives |
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 |
|---|---|
| As you will be able to easily kill at least the weakest foe, this ensures additional attacks per turn. Only use this if not taking the below elixirs, as otherwise your strength will be low and you will not be able to hit effectively. | |
| Sets strength value to 21 until the Long Rest. This is a perfect option for the early game, while you are limited to 18 Strength. Here is a farming guide for Elixir of Hill Giant Strength | |
| Provides bonus damage of 1d4 and some other good bonuses. | |
| For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. However, if you have |
Illithid Powers
This special mechanic in Baldur's Gate 3 allows you to consume tadpoles and unlock special Illithid Powers.
At first, you can only use the base powers. As you move to Act 3, you will be able to unlock the outer ring powers, also called Elite.
| Illithid Power | Type | Description |
|---|---|---|
| Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits with attack rolls. | |
| Base | It's an easy way to ensure you land critical hits, especially good with |
|
| Base | It can help to kill an enemy faster if it is left with a few HP. | |
| Base | Can be used to improve damage with additional psychic rider on each hit. | |
| Base | Excellent way to deal additional damage with reaction, early and mid game. | |
| Base | You can use it to drain health when activating |
|
| Base | Decreases enemy ability score, free use, so worth getting it. | |
| Base | Excellent option for bonus temporary HP. It can also apply |
|
| Elite | It can be used to maximize the effectiveness of charisma-based skills, especially those relevant to the main character. | |
| Elite | It can be used to save yourself from a deadly spell. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Barbarian Tavern Brawler build effectiveness. Items are especially important as they take the build to the next level thanks to their unique effects.
Act 1
| Slot | Item | Description |
|---|---|---|
Melee (Two-Handed) |
The only weapon you will need in Act 1-2. Although it may be boring, it will do great damage and make encounters very easy. Try to get it at levels 3-4. | |
Ranged |
The higher initiative bonus will allow you to start your turn earlier. | |
| 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. | ||
Shield |
- | The build does not need a shield in Act 1. |
Head |
Provides increased speed at the start of the combat. However, this is better used on other frontliner as you are not so reliant on movement speed. | |
Cloak |
The only option in Act 1 that is okay, is by providing once-per-turn invisibility. | |
Armor |
Powerful armour from Grymforge, that is best worn with at least 14 Dexterity, to get Bonus Armour Class, making it equal to Heavy Armour. | |
| This can be equipped when starting the game by taking it from Lae'zel. It's a very solid option with a high Armour Class. | ||
Gloves |
Very powerful gloves that ensure you deal bonus damage. They will lead you through most of the playthrough. | |
Boots |
Avoids slipping on various terrains and most importantly unlocks Misty Step each short rest. | |
| No impact when moving on difficult terrain, this allows you to position yourself for perfect shots. | ||
Amulet |
Does not require you to use Spell Slot to cast Misty Step, to either get away or reserve a better throwing position. | |
Rings |
The best ring for Act 1, and it will be used up until Act 3. | |
| Provides 2 damage increase on each weapon hit, making it a good choice in Act 1. It is very expensive, so be sure to pickpocket some traders. | ||
| Gives defensive bonuses to Armour Class and Saving Throws. |
Act 2 - mid-game
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.
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
One of the best weapons in the game. You will get it late in Act 2, but it can be a solid choice until you get the endgame weapons or |
|
| Very powerful option as it can buff allies with 1d4 damage, and create difficult terrain. It is an alternative version to |
||
| Excellent thrown weapon, that sadly does not have return property. Still, later, when you get Eldritch Knight you can use |
||
Melee (Two-Handed) |
Still, the best weapon to use due to return on throw. | |
Ranged |
Although not mandatory, this bow is useful as it can apply |
|
Shield |
- | As the build uses two-handed weapons for Act 2, no point in using a shield for now. |
Head |
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. | |
| Gives +1 to attack rolls. This is a minor improvement, especially as you have substantial bonuses from |
||
| Provides a bonus critical chance while obscured. The first helmet in the game that will offer this bonus. | ||
Cloak |
Improves survivability and Saving Throw success. | |
Armor |
With it, you are not limited to a +2 Armour Class bonus from Dexterity. So while using it, be sure to have 16 Dexterity to utilize its full potential. I think the bonus initiative is better than the |
|
| Still plays a good role in Act 2, as its 16 Armour Class is plenty, especially if you have at least 14 Dexterity. | ||
Gloves |
Still the best option until later in Act 3. | |
| Similar to the ones above, but changes the bonus damage to fire. | ||
Boots |
Bonus armor class for higher survivability. | |
| The boots are still a good option in Act 2. | ||
Amulet |
The only amulet that can indirectly help Berserker Tavern Brawler build by paralyzing on a critical hit. | |
| An alternative to the amulet above if taken by another member. Gives bonus survivability and allows casting |
||
Rings |
This ring still rocks and should always be equipped. | |
| One of the best rings in terms of damage. | ||
| 2 Acid damage on any kind of attack. With multiple attacks, the bonus is substantial. | ||
| Easily get bonus damage if creatures are illuminated, this can be done by casting |
Act 3 - Final Build setup
This is the last act of the game, where you will get access to the most powerful items. Getting them as early as possible 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:
- Going with Thrown weapon and Shield
- Thrown weapon and
Dual Wielder a shortsword or dagger for various bonuses - Using a Thrown weapon, equipping
Bhaalist Armour, and going in melee range for double-throw damage.
Each of these provides different options based on your risk appetite and expected damage output. Of course, the silliest and the strongest is the last one:
Weapon and Shield
This is another option where you skip
Dual Wielder feat and instead concentrate on single-handed thrown weapons and shields. This option may be picked if your other characters have taken the offhand weapons or you want to have increased survivability with bonus AC from the shield.
| Slot | Item | Description |
|---|---|---|
Melee (Main - Hand) |
(BiS) |
I would say the simplest and most powerful pick for this build. Sadly, it comes with a caveat - area of effect thunder damage. Although this is good, it can hit allies or other friendly NPCs, sometimes creating more problems. So consider this when choosing it. |
| If you were able to acquire it, this is a compelling weapon option, but it requires you to use |
||
| Alternative to |
||
| The lightning damage rider is still a decent damage boost. Requires |
||
| The best-throwing weapon if you are a dwarf. The weapon is a very good choice with its +1d8 bonus damage and further boosts against large targets. | ||
Shield |
(BiS) |
The strongest shield in the game. Has a special shield bash reaction that deals force damage. Moreover, gives good resistance to spells. |
| Provides Force Conduit each turn, decreasing the damage that the wielder receives. |
Dual Wielding Setup
This option is if you took the
Dual Wielder feat. The main feature while dual wielding, after you
Throw a weapon, is that it returns to your off-hand. This seems strange, but unfortunately, that's how it works technically.
| Slot | Item | Description |
|---|---|---|
Melee (Off-Hand) |
Amazing weapon that improves your damage and attack rolls for each enemy killed. The maximum bonus is +3 on each attack that you do. The best option when using the |
|
| This weapon enables double damage with its special effect. However, this requires you to hit an enemy with it. Then you are required to use melee throws. This is not a big problem even with the attack roll penalty, as you have huge bonuses from |
||
| The perfect weapon for dual-wielding provides some damage optimization and increases critical chance range. It is not as good as the above choices but perfect for early Act 3. | ||
Melee (Main - Hand) |
(BiS) |
I would say the simplest and most powerful pick for this build. Sadly, it comes with a caveat - area of effect thunder damage. Although this is good, it can hit allies or other friendly NPCs, sometimes creating more problems. So consider this when choosing it. |
| Once you get |
||
| Alternative to |
||
| The best-throwing weapon if you are a dwarf. The weapon is a very good choice with its +1d8 bonus damage and further boosts against large targets. | ||
| Alternative to |
Other Items
The rest of the items that the build utilizes
| Slot | Item | Description |
|---|---|---|
Ranged |
The best bow for critical increase. Overall, it is not a huge damage boost, but still more than nothing. | |
| Provides +3 Initiative boost, especially valuable if you did not take |
||
Head |
(BiS) |
The best helmet for Berserk Thrower. The additional bonus action is a huge damage boost, but it requires you to be at 50% HP. For this reason, I recommend wearing an |
| The bonus damage also works for unarmed attacks | ||
| The only helmet in Act 3 that provides a bonus critical chance. | ||
Cloak |
(BiS) |
Improves the chances of attacks missing the wearer until they get hit for that turn. |
Armor |
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 any Piercing weapon ( |
|
| The armor does not limit the Dexterity bonus to AC. So you can again make sure to have it at 16. | ||
| Provides temporary HP and reduces incoming damage when |
||
| Another option for medium armor that gives a full Armor Class boost from Dexterity. | ||
Gloves |
(BiS) |
Gives a solid +2 damage boost, which can be doubled if using a piercing throw weapon + |
| Gives a solid bonus of 1d6 fire damage on hit, and provides a fire spell with Strength as a casting ability! | ||
Boots |
(BiS) |
Allows avoiding failed Saving Throws, and uses reaction to change the outcome. Moreover, provides bonus actions for mobility and damage. |
| Gives a huge boost to mobility and avoids difficult terrain. | ||
Amulet |
(BiS) |
Makes any Constitution ability investment redundant, as it maximizes it to 23 points. |
| Still a good choice if you find it useful. | ||
Rings |
(BiS) |
The 1d4 bonus damage is a solid option till the end of the game. |
| A solid damage boost, sadly, only activates when enemies are at least |
||
| 2 Acid damage on any kind of attack. With multiple attacks, the bonus is substantial. Can be equipped after |
||
| Guarantees a critical hit once per Long rest. Moreover, it can change an attack that misses and turn it into a critical. |
How to use the Build
Now I would like to cover some general tips on how to play the Berserker Tavern Brawler build.
Important Mechanics and Combos
Let's go through key mechanics and tips on how to effectively use the build.
Using melee attacks
One thing that may blindside you is that you can only throw. Definitely not, as you are as effective in melee combat as in ranged throwing. Of course, the bonuses from
Tavern Brawler are so ridiculous that even with penalties from close range, it is still usually better to use
Throw attacks in melee range.

But some weapons have amazing melee actions, that can knock back or debilitate enemies. So don't sleep on them if the opportunity arises and the enemy is close by.
Crushing Damage
The important aspect of any Thrower build is the type of damage these weapons can deal. I would like to draw your attention to the crushing damage that is possible when something drops from very high heights.

Why is this special? It pushes the enemy forward and can sometimes make them fall down the ledges. For this reason, always look for upper ground in combat to activate this bonus.
Do not use Throw attacks from Stealth
I do not know if this is a bug or intended but sometimes, if you throw a weapon from stealth and combat initiates it does not return. This is extremely irritating and sometimes can leave you without a weapon.
For this reason, I would avoid attacking from Stealth with a Thrower build.
Have an ally with
Phalar Aluve equipped
This sword provides one of the most powerful buffs in the game. 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.
Using
Helmet of Grit
If you will be using this amazing item in the late game, make sure to have your health at 50% or less. You can also use
Transfuse Health to activate it instantly.
Early Game Combat
To be honest, Thrower builds are as simple as it gets. Before obtaining
Returning Pike you can just attack in melee range, or use any random spear for throwing. Once you get the pike here is the main sequence you have to do:
- Use
Frenzy once in combat - Use Throw with
Returning Pike - Finish your turn
- Use Throw
- Use
Enraged Throw with a bonus action
Rinse and repeat, pretty simple, right? At level 5, you will get an
Extra Attack for an additional Throw with an action.
Late Game Combat
Here things get a little bit interesting, but overall, the same sequence repeats. Before combat, if using a
Helmet of Grit make sure you have 50% health.
- Use
Frenzy at the start of the combat - Use up your main action with Throw.
- Do multiple times
Enraged Throw - Activate
Action Surge - Do more Throws
Still, simple, but now you do much more damage compared to the early game.
Conclusion
Thank you for reading the Barbarian Berserk Thrower build for Baldur's Gate 3. Using
Tavern Brawler or most of the builds makes them very powerful and the same is true here. The post will help you with leveling progression and the best gear in each act.
Feel free to leave a comment below!
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Half-Orc
Duergar Dwarf
Halfling
Githyanki
Wood Half-Elf
Barbarian
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Berserker
Thief
Fighter
Eldritch Knight
Champion
Melee (Two-Handed)
Ranged
Shield
Head
Cloak
Armor
Gloves
Boots
Amulet
Rings
Discussion