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 staying 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 - 16, DEX - 16, CON - 14, INT - 8, WIS - 12, CHA - 8 |
Skills: Athletics, Intimidation, Perception, Survival | ||
2 | Barbarian 2 | - |
3 | Barbarian 3 | Subclass: Berserker |
4 | Barbarian 4 | Feat: Tavern Brawler +1 Strength or +1 Constitution |
5 | Barbarian 5 |
- |
6 | Rogue 1 | Skills: Athletics, Acrobatics, any |
7 | Rogue 2 | - |
8 | Rogue 3 | Subclass: Thief |
9 | Rogue 4 | Feat: Dual Wielder or Alert |
10 | Fighter 1 | Fighting Style: Defence or Duelling |
11 | Fighter 2 | - |
12 | Fighter 3 | Subclass: Champion/Eldritch Knight |
Starting the Game - Level 1
We start with the early game. I would go into what are the best Races, Abilities, and Skills for 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 |
---|---|---|
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 Dwarven Thrower special effect for bonus damage. |
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. |
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. |
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 | |
Rage | Unique action to Barbarians that boosts damage and gives physical resistance. Make sure to attack each turn to sustain the bonuses. |
Unarmoured Defence | 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 |
---|---|---|
Strength | 16 (14+2) | Strength will determine the effectiveness of normal and throw attacks, so it is the most important stat. I am assuming you will be getting Aunt Ethiel Hair for +1 Strength, if not, set this to 17 (15+2). Another strength bonus will be received from Tavern Brawler. |
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 Unarmoured Defence. However, as ranged build it would still be better going with some Light and Medium armour options throughout the game. |
Intelligence | 8 | Not an important stat for the build. |
Wisdom | 12 | 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 |
---|---|
Reckless Attack | 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 |
---|---|
Danger Sense | A decent utility skill. It is nothing major and does not have a big impact on the build |
Optional Elixir of Hill Giant Strength progression
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.
However, you will naturally stack up your Strength to 22 with some choices and bonuses, meaning that the potions will not be as useful. In Act 3 there will be an upgraded version - Elixir of Cloud Giant Strength, that will set it to 27. This is the highest possible strength value.
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 (15+1) | Having higher dexterity will ensure we go earlier, but will not give bonus Armour Class as we are using Medium or Heavy Armors. |
Constitution | 17(15+2) | The higher value will further improve total HP allowing to sustain more damage. Moreover, once we get Tavern Brawler the additional point will be used on this ability. |
Intelligence | 8 | Not an important stat for us |
Wisdom | 14 | 14 Wisdom ensures a good chance of surviving Wisdom Saving Throws, against most of the spells. |
Charisma | 10 | As we have more free points, we can now enhance the Charisma, even if you are not the main character. Feel free to boost it further by subtracting points from Wisdom. |
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
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 | |
Frenzy | An upgraded version of Rage. It unlocks two new attacks that can be used with your bonus action. |
Frenzied Strike | A melee attack with a bonus action |
Enraged Throw | Throw an attack with 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 |
---|---|
Tavern Brawler | 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 |
---|---|
Extra Attack | This allows attacking two times instead of one, theoretically doubling the build's damage output. |
Fast Movement | 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 |
---|---|
Mindless Rage | 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 |
---|---|
Feral Instinct | Similar to Alert feat, but you get it as a passive. |
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 | |
Fast Hands | Very powerful feature, that will ensure we can do another throw on the initial turn of combat. |
Second-Story Work: Falling | 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 |
---|---|
Dual Wielder | This is an excellent feat to have as you will be able to wield some very powerful one-handed throwing weapons. By using dual wielding you can empower them with weapons like Knife of the Undermountain King or Rhapsody in another hand. However, for now, you will not be able to get these weapons, as you need to enter Act 3 where you can obtain Nyrulna. So use another Feat until you get the weapon and remember to respec back. |
Alert | 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 | |
Second Wind | 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 |
---|---|
Defence | The only choice that is relevant for the build. It will give a higher survivability. |
Duelling | 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 |
---|---|
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.
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 |
---|---|
Champion | This subclass is the most simple option in the whole game. You should take this if you do not care much about Nyrulna area of effect thunder damage damaging allies, particularly if all of your group is ranged characters. The main benefit is the Improved Critical Hit feature. |
Eldritch Knight | Eldritch Knight has a unique effect Weapon Bond, that will allow you to make other weapons like Shar's Spear of Evening and Selûne's Spear of Night returnable. This is a great alternative when you have melee combatants in the group. Moreover, you also gain spell Shield, which greatly improves the survivability of the build. |
So I leave the choice to you, but for the sake of this build I will be going with Eldritch Knight
Overview | |
---|---|
Eldritch Knight | |
Features | |
Weapon Bond | 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 |
---|---|
Friends | Can be used in dialogues to get an advantage on rolls. |
Minor Illusion | Move enemies together to one place by drawing their attention. This can be perfectly exploited with Nyrulna. |
Mage Hand | 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 |
---|---|
Shield | 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 1 - Auntie Ethel Hair - you will want to get +1 Strength if you pick this choice.
- Act 2 - Potion of Everlasting Vigour - +2 Strength.
- Act 3 - Mirror of Loss - pick +2 Strength.
This will allow you to reach 22 natural Strength, and result in a +6 ability modifier on attacks and ability checks.
As I mentioned you can also use:
- Levels 2-10 - Elixir of Hill Giant Strength results in 21 Strength.
- Levels 10-12 - Elixir of Cloud Giant Strength results in 27 Strength.
If you decide to use elixirs, then you can put those ability investment points from Mirror of Loss and Auntie Ethel Hair into Dexterity. You would say Constitution? However, there is no good amulet besides Amulet of Greater Health, so save ability points.
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. Try doing it before combat to save bonus action. |
Potion of Animal Speaking | A good potion to drink for role-playing and additional dialogue options with animals. |
Potion of Invisibility | It can be used to get a perfect position before the encounter starts. |
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 Bloodlust | 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. |
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, Constitution or Wisdom. 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. |
Elixir of Vigilance | For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. However, if you have Alert this becomes redundant. |
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:
This special mechanic in Baldur's Gate 3 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 | Taking only for progression, to unlock the next power. |
4 | Cull the Weak | Passive feature that does not cost anything and automatically deals bonus psychic damage around the target, once it is close to death. |
5 | Psionic Overload | It is mainly taken to unlock the next action. |
6 | Ability Drain | A good passive feature, that helps with debuffing enemies when attacking. It is not mandatory. |
7 | Charm | Mainly taking it for progression. |
8 | Transfuse Health | Useful action to activate Helmet of Grit instantly before combat. |
Elite Illithid Powers
These become unlocked later in the game as you progress. They are extremely powerful additions to the build.
Order | Illithid Power | Description |
---|---|---|
0 | Fly | This is an extremely good action that saves moving speed and is obtained automatically after you consume Astral-Touched Tadpole. |
1 | Freecast | Removes any cost of spell slots or consumable resources |
2 | Psionic Dominance | You can use this similarly to Counterspell, and disable enemy spell. |
3 | Illithid Expertise | An optional feature, that gives expertise in dialogue-related skills. |
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
The early game can be hard, as you do not know where to find items. I would like to point out that you will be using only one weapon in this act, and it is two-handed. You will also get Knife of the Undermountain King, but it will be used later in Act 2.
Slot | Item | Description |
---|---|---|
Melee (One - Handed) | Knife of the Undermountain King | Make sure you get this item and save it for Act 3, once you get access to one-handed thrown weapons. Act 1, does not have anything besides Shining Staver-of-Skulls, which bonus damage does not work when thrown. |
Melee (Two-Handed) | Returning Pike | 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 | 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. | |
Shield | - | The build does not need a shield in Act 1. |
Head | Shadow of Menzoberranzan | Another option for helmet that is somehwat relevant for the build. |
Haste Helm | 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 Deathstalker Mantle | The only option in Act 1 that is okay, is by providing once-per-turn invisibility. |
Armor | Adamantine Scale Mail | Powerful armour from Grymforge, that is best worn with at least 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. It's a very solid option with a high Armour Class. | |
Gloves | Gloves of Uninhibited Kushigo | Very powerful gloves that ensure you deal bonus damage. They will lead you through most of the playthrough. |
Boots | Disintegrating Night Walkers | Avoids slipping on various terrains and most importantly unlocks Misty Step each short rest. |
Boots of Genial Striding | No impact when moving on difficult terrain, this allows you to position yourself for perfect shots. | |
Amulet | Amulet of Misty Step | Does not require you to use Spell Slot to cast Misty Step, to either get away or reserve a better throwing position. |
Rings | Ring of Flinging | The best ring for Act 1, and it will be used up until Act 3. |
Caustic Band | 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. | |
Ring of Protection | 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) | Shar's Spear of Evening | 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 Nyrulna. It is an alternative version of Selûne's Spear of Night. It will not return when thrown, but depending on your Fighter subclass it may be a good choice in Act 3. |
Selûne's Spear of Night | Very powerful option as it can buff allies with 1d4 damage, and create difficult terrain. It is an alternative version to Shar's Spear of Evening. It will not return when thrown, but depending on your Fighter subclass it may be a good choice in Act 3. | |
Melee (Two-Handed) | Returning Pike | Still, the best weapon to use due to return on throw. |
Ranged | Darkfire Shortbow | Although not mandatory, this bow is useful as it can apply Haste without spell slots. As Berserker, you should only do this before combat as otherwise, you waste 2 attacks. |
Shield | - | As the build uses two-handed weapons for Act 2, no point in using a shield for now. |
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. |
Armor | Yuan-ti Scale Mail | 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 Adamantine Scale Mail |
Adamantine Scale Mail | Still plays a good role in Act 2, as its 16 Armour Class is plenty, especially if you have at least 14 Dexterity. | |
Gloves | Gloves of Uninhibited Kushigo | Still the best option until later in Act 3. |
Flawed Helldusk Gloves | Similar to the ones above, but changes bonus damage to fire. | |
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 | The only amulet that can indirectly help Berserker Tavern Brawler build by paralyzing on a critical hit. |
Amulet of the Harpers | Alternative to the amulet above if taken by another member. Gives bonus survivability and allows casting Shield with reaction. | |
Rings | Ring of Flinging | This ring still rocks and should be always equipped. |
Risky Ring | Provides an Advantage on attack rolls. This is the useful ring due to improved critical chance from rerolls and better hit chance (almost 0%). Moreover, the negative effect is not as important for ranged characters. | |
Caustic Band | 2 Acid damage on any kind of attack. With multiple attacks you do the bonus is substantial. | |
Callous Glow Ring | Easily get bonus damage if creatures are illuminated, this can be done by casting Light on yourself by an ally and let them stand close to the foes. |
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:
Slot | Item | Description |
---|---|---|
Melee (Main - Hand) | 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. |
Shar's Spear of Evening | Alternative to Nyrulna if you want to avoid the area of effect thunder damage. As I mentioned before you can get either this version or Selûne's Spear of Night. You will also need to Weapon Bond it. | |
Dwarven Thrower | 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. | |
Selûne's Spear of Night | Alternative to Nyrulna if you want to avoid the area of effect thunder damage. As I mentioned before you can get either this version or Shar's Spear of Evening. You will also need to Weapon Bond it. | |
Melee (Off - Hand) | Rhapsody (BiS) |
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 dual-wielding in my opinion. |
Blade of the First Blood | 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 Tavern Brawler. However, this melee approach could not be for everyone. It is an alternative to Bhaalist Armour | |
Knife of the Undermountain King | 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 (Two-Handed) | - | Going two-handed is not worth it. Sadly you gain on average just a bonus of 1 damage (1d6 vs 1d8 or 1d8 vs 1d10), which is negligible. However, if you wear a shield or second weapon the bonuses are much better. |
Ranged | The Dead Shot (BiS) |
The best bow for critical increase. Overall it is not a huge damage boost, but still more than nothing. |
Hellrider Longbow | Provides +3 Initiative boost, especially valuable if you did not take Alert feat. | |
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 | Helmet of Grit (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 Amulet of Greater Health for the maximum amount of HP. |
Sarevok's Horned Helmet | The only helmet in Act 3 that provides a bonus critical chance. | |
Cloak | Shade-Slayer Cloak | If attacking from stealth (which is possible with a ranged build) increases the critical chance. However, thrown weapons sometimes do not return after a stealth attack, so it's risky (until Larian patches this) |
Cloak of Displacement (BiS) |
Improves the chances of attacks missing the wearer until getting hit for that turn. | |
Armor | 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 any Piercing weapon, you can deal frightening amounts of damage due to the Aura Of Murder effect. However, this requires you to be in the melee range. Moreover, the armor could be taken by another, more relevant build in the group. |
Armour of Agility | The armor does not limit the Dexterity bonus to AC. So you can again make sure to have it at 16. | |
Bonespike Garb | Provides | |
Unwanted Masterwork Scalemail | Another option for medium armor that gives a full Armor Class boost from Dexterity. | |
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! However, these may be taken by another ally so use either Gloves of Uninhibited Kushigo or Legacy of the Masters. |
Legacy of the Masters | The alternative in case Helldusk Gloves is used by another party member. | |
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 | Amulet of Greater Health (BiS) |
Makes any Constitution ability investment redundant as it maximizes it to 23 points. |
Surgeon's Subjugation Amulet | Still a good choice if you find it useful. | |
Rings | Ring of Flinging (BiS) |
The 1d4 bonus damage is a solid option till the end of the game. |
Risky Ring (BiS) |
Gives an advantage to attack rolls and provides a decent boost to critical chance via this effect. It may be utilized by other builds, so there are more options to choose from. | |
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 | |
Killer's Sweetheart | Guarantees a critical hit once per Long rest. Moreover, it can change an attack that misses and turns it into critical. |
How to use the Build
Now I would like to cover some general tips on how to play 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 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!
Discussion