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BG3 Build Rogue/Warlock/Fighter

-----CHARACTER CREATION & LEVEL 1-----

Starting Class: Rogue

  • 4 Skill Proficiencies

  • Expertise

    • Double your Proficiency Bonus in 2 Skills you are Proficient in

  • Sneak Attack (Once per turn)

    • +1d6 Physical Damage

    • Must have Advantage on target or have an ally next to

    • Must have Finesse or Ranged Weapon equipped

    • Level 3 Rogue = 2d6

    • Level 5 Rogue = 3d6

    • Level 7 Rogue = 4d6

    • Level 9 Rogue = 5d6

    • Level 11 Rogue = 6d6

Race: Human

Background: Noble (History, Persuasion)

Skills: Acrobatics, Stealth x2, Investigation, Insight, Perception x2

Stats:

  • STR = 8

  • DEX = 14

  • CON = 16

  • INT = 8

  • WIS = 10

  • CHA = 17

--------------------LEVEL 2--------------------

Rogue 2

- Cunning Action: Hide

  • Hide as a Bonus Action

- Cunning Action: Dash

  • Dash as a Bonus Action

- Cunning Action: Disengage

  • Disengage as a Bonus Action

--------------------LEVEL 3--------------------

Rogue 3

Subclass: Arcane Trickster

- +2 Level 1 Spell Slots

- Mage Hand (10 turns) (Short Rest)

  • A Spectral Hand that can manipulate and interact with objects

- Mage Hand Legerdemain

  • Mage Hand is Invisible

  • Mage Hand lasts forever until destroyed or dismissed

  • Mage Hand can stow away or retrieve objects from other creatures

  • Mage Hand can use Thieves’ Tools at range

Cantrips:

- Minor Illusion

  • Creates an Illusion that compels creatures to investigate

  • Can be cast while Silenced

  • Can remain hidden when cast

  • Can last for 10 turns

- Friends (Concentration) (10 turns)

  • Advantage on Charisma Checks against non-hostiles creatures

  • Can be used in Dialogue

  • Can be cast while Silenced

Spells:

- Sleep

  • Select targets up to 24 HP and put them to Sleep

  • +8 HP per Upcast

- Charm Person (10 turns)

  • Can’t attack spellcaster

  • Spellcaster has Advantage on Charisma Checks in dialogue

  • Ends early if target is hurt

Expanded:

- Longstrider (Ritual)

  • +3m Movement Speed

--------------------LEVEL 4--------------------

Multiclass: Warlock

Subclass: The Archfey

- Level 1 Warlock Spells

- +1 Warlock Spell Slot

  • Fey Ancestry

    • Immune to Sleep

    • Advantage on Saving Throws against Charmed

Cantrips:

- Eldritch Blast

  • 1d10 Force Damage per Beam

  • Level 5 = 2 Beams

  • Level 10 = 3 Beams

- Blade Ward (2 turns)

  • Halves incoming Physical Damage for 2 turns

Spells:

- Arms of Hadar

  • 2d6 Necrotic Damage

    • Targets can’t take reactions for 1 turn

  • +1d6 per upcast

- Hex (Concentration)

  • Attacks deal Bonus 1d6 Necrotic Damage against target with Hex

  • Hex causes Disadvantage on Checks of an Ability of your choosing

Note: Make sure to acquire the Hag’s Hair around this time

--------------------LEVEL 5--------------------

Warlock 2

- +1 Warlock Spell Slot

Eldritch Invocations:

- Agonising Blast (Passive)

  • Add CHA Modifier to Eldritch Blast’s Damage

- Devil’s Sight

  • Able to see in magical and nonmagical Darkness

Spell:

- Armour of Agathys

  • Gain 5 Temp HP and deal 5 Cold Damage to attackers while Temp HP persists

  • +5 Temp HP and Damage per upcast

  • Lasts until Long Rest or Temp HP is gone

--------------------LEVEL 6--------------------

Warlock 3

- Level 2 Warlock Spells

Pact Boon: Pact of the Blade

Spell:

- Darkness (Concentration) (Long Rest)

  • Create 5m Area of Darkness

  • Creatures are Blinded

  • Ranged Attacks cannot penetrate Darkness

  • Immunity to Blinded negates effects

  • Unlocked at Character Level 4 & uses CHA

Replace Spell: Hex OR Armour of Agathys

- Mirror Image (10 turns)

  • Create 3 Illusory duplicates of yourself that distract attackers

  • +3 AC per duplicate

  • When you evade an attack, 1 duplicate dissappears

--------------------LEVEL 7--------------------

Warlock 4

Feat: Ability Improvement (+2 CHA)

Cantrip:

- Poison Spray

  • 1d12 Poison Damage

  • Level 5 = 2d12

  • Level 10 = 3d12

Spell:

- Misty Step

  • Teleport to an open space within 18m that you can see

--------------------LEVEL 8--------------------

Warlock 5

- Level 3 Warlock Spells

- Deepened Pact: Extra Attack

Eldritch Invocation:

- Repelling Blast

  • When you hit a creature with Eldritch Blast, can push them 4.5m away

Spell:

- Hypnotic Pattern (Concentration) (2 turns)

  • Hypnotize creatures in a 9m radius

    • Cannot move or take any actions

    • Removed by taking damage, shoved, or helped

Replace Spell: Armour of Agathys OR Hex

- Gaseous Form (Concentration)

  • Transform yourself or an ally into a cloud of mist

  • Resistant to all Damage

  • Advantage on STR, CON, and DEX Saving Throws

  • Become Tiny in size

  • Cannot attack, cast spells, or speak

  • Strength and Dexterity set to 10 while transformed

--------------------LEVEL 9--------------------

Rogue 4

Spell:

- Disguise Self (Ritual)

  • Alter your appearance

Replace Spell: Charm Person OR Sleep

- Shield (Reaction)

  • When about to be hit, can use a Reaction to cast Shield

    • +5 AC

    • Immune to Magic Missile

    • Lasts until start of your next turn

Feat: Alert 

  • +5 Initiative

  • Cannot be Surprised

--------------------LEVEL 10--------------------

Warlock 6

- Misty Escape (Short Rest) (Reaction)

  • Upon taking damage, become Invisible

  • Can cast Misty Step on next turn but will break Invisibility

Spell:

- Hold Person (Concentration)

  • Hold an enemy still; Cannot Move, Act, or React

  • Attacks against target are always Critical Hits within 3m

  • Target can make a WIS Save to escape at the end of each turn

  • +1 target per upcast

--------------------LEVEL 11--------------------

Multiclass: Fighter

- Second Wind (Short Rest)

  • Regain 1d10 + Fighter Level HP

Fighting Style: Archery OR Duelling* OR Two-Weapon Fighting

Note: Consider a respec with Level 1 as Fighter for Constitution Proficiency

--------------------LEVEL 12--------------------

Fighter 2

- Action Surge

  • Gain an additional Action to use this turn

--------------------GEAR--------------------

Important Items:

- Hag’s Hair (+1 CHA)

- Arrow of Many Targets (Domino?)

- Elixir of Viciousness

-------ACT 1-------

Head:

- Diadem of Arcane Synergy

  • When you inflict a condition, gain Arcane Synergy for 2 turns

    • Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier

Location: Looted from Ardent Jhe'rezath in Inquisitor's Chamber, Crèche Y'llek

- Shadow of the Menzoberranzan

  • Light Armour

  • Shrouded in Shadow (Long Rest)

    • Become Invisible for 2 turns

Location: Looted from the Pale Corpse in the Myconid Colony, in the secret area unlocked by completing the quest Defeat the Duergar Intruders X: 50 Y: 75

- The Spellshade Circlet

  • +1 Spell Save DC while Obscured

Location: Sold by Omeluum in Myconid Colony

------------------------------

Chest:

- Spidersilk Armour

  • Light Armour

  • 12 AC + Dexterity Modifier

  • +1 Stealth Checks

  • Advantage on Constitution Saving Throws

Location: Worn by Minthara

- Graceful Cloth

  • Clothing

  • 10 AC + DEX Modifier

  • +2 DEX

  • +1 DEX Saving Throws

  • +1.5m Jump Distance

  • Cat’s Grace

    • Advantage on DEX Checks

    • Half-Damage from falling

Location: Sold by Lady Esther at the Rosymorn Monastery Trail, just after taking the Mountain Path

------------------------------

Gloves:

- Fleetfingers

  • When you Dash or make a similar action, you can Jump without using a Bonus Action

Location: Chest in Forest X: 80 Y: 347

- Gloves of Dexterity

  • Set DEX to 18

  • +1 Attack Rolls

Location: Can be bought from A'jak'nir Jeera at Crèche Y'llek

- Gloves of Missile Snaring

  • Use a Reaction to reduce incoming Missile Damage from a Ranged Weapon Attack by 1d10 + DEX Modifier

Locaiton: These gloves are sold by Arron in the Druid Grove

- Daredevil Gloves

  • +1 Spell Attack Rolls

  • Daredevil Proximity (Toggleable)

    • Ranged Spell Attacks can be made in Melee when adjacent to an enemy

Location: Sold by A'jak'nir Jeera at Crèche Y'llek

------------------------------

Boots:

- Disintegrating Night Walkers

  • Cannot be Enwebbed, Entangled, or Ensnared

  • Cannot slip on Grease or Ice

  • Misty Step (Short Rest)

Location: Dropped by Nere

------------------------------

Cloak: N/A

------------------------------

Amulet:

- Amulet of Misty Step

  • Misty Step (Short Rest)

Location: Gilded chest next to the bed behind Polma in the Defiled Temple X: 386 Y: 8

- Amulet of Branding

  • Brand the Weak

    • Bludgeon the Weak

      • Target is Vulnerable to Bludgeoning Damage for 3 turns

    • Slash the Weak

      • Target is Vulnerable to Slashing Damage for 3 turns

    • Pierce the Weak*

      • Target is Vulnerable to Piercing Damage for 3 turns

Location: Looted from a Githyanki at Crèche Y'llek

Uncovered Mysteries

------------------------------

Rings:

- Strange Conduit Ring

  • +1d4 Psychic Damage on Weapon Attacks while Concentrating 

Location: Inside an elegant chest in Inquisitor's Chamber, Crèche Y'llek X: 1360 Y: -657

- Ring of Arcane Synergy

  • When you deal damage with a Cantrip, gain Arcane Synergy for 2 turns

    • Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier

Location: Can be looted from Gish Far'aag in Crèche Y'llek

------------------------------

Melee Weapons:

- Knife of the Undermountain King

  • Shortsword

  • +2 Enchantment

  • Number needed to roll a Critical Hit is reduced by 1

  • If you roll 2 damage or less, reroll and take the highest result

  • Advantage on Attack Rolls against Obscured targets

Location: Can be bought or looted from A'jak'nir Jeera in Crèche Y'llek

- The Baneful

  • Shortsword

  • +1 Enchantment

  • +1 Attack Rolls

  • Chance to inflict Bane on hit

Location: Sold by Blurg in Myconid Colony

- Sword of Screams

  • Rapier

  • +1d4 Psychic Damage

Location: Dropped by Nere

------------------------------

Ranged Weapons:

Hand Crossbows!

- Firestoker

  • Hand Crossbow

  • Deal bonus 1d4 Slashing Damage to Burning targets

Location: Found in an Opulent Chest in Grymforge in the Dormitory room with the Hellsboars (X:-574, Y:382)

------------------------------

-------ACT 2-------

Head:

- Covert Cowl

  • Number needed to roll a Critical Hit is reduced by 1 while Obscured

  • +1 Dexterity Saving Throws

Location: Carried by a Meenlock in the Cellar of Last Light Inn

------------------------------

Chest:

- Shadeclinger Armour

  • Light Armour

  • 12 AC + Dexterity Modifier

  • Advantage on Saving Throws while Obscured

  • +1 Stealth

Location: Purchased at Last Light Inn

- Penumbral Armour

  • Light Armour

  • 12 AC + Dexterity Modifier

  • +3 Stealth Checks while Obscured

Location: Found in a locked chest in the abandoned house by the river just east of the Last Light Inn at X: 33 Y: 145

------------------------------

Gloves:

- Gloves of the Duellist

  • +2 Attack Rolls while only wielding one weapon in Main Hand

Location: Purchased from trader at Moonrise Towers

- Gloves of the Balanced Hands

  • Add Ability Modifier to Offhand Attack Damage

Location: Last Light Inn Quartermaster Talli

- Hr’a’cknir Bracers

  • +1 STR Saving Throws

  • Can cast Mage Hand as a Bonus Action

  • Telekinesis (Short Rest)

Location: Looted from Ch'r'ai Tska'an in Reithwin Town near the bridge leading to the To Baldur's Gate waypoint

------------------------------

Boots: N/A

------------------------------

Cloak:

- Cloak of Cunning Brume

  • When the wearer Disengages, they create a Fog Cloud with 2m Radius for 1 turn

Location: Purchased at Last Light Inn

------------------------------

Amulet:

- Surgeon’s Subjugation Amulet

  • When you land a Critical Hit, you can Paralyze the target for 2 turns

Location: House of Healing

- Spellcrux Amulet

  • Spell Slot Restoration (Long Rest)

    • Replenish any Level Spell Slot as a Bonus Action

Location: Looted from The Warden in Moonrise Towers Prison X: 569 Y: -650

------------------------------

Rings:

- Shadow-Cloaked Ring

  • +1d4 Damage with Weapon and Unarmed Attacks against Obscured creatures or creatures made of shadow

Location: Can be looted from the Shadow Mastiff Alpha in the Ruined Battlefield X: -49 Y: 36; The nearby everburning torches must be destroyed before the Mastiff will appear

- Shifting Corpus Ring

  • Invisibility (Long Rest)

  • Blur (Long Rest)

    • Enemies have Disadvantage on Attacks against you until you take damage

Location: Dropped by Flaming Fist Marcus at Last Light Inn

- Ring of Free Action

  • Ignore Difficult Terrain

  • Immune to Paralysed and Restrained

Location: Purchased from Araj at Moonrise Towers

------------------------------

Melee Weapons:

- Sword of Life Stealing

  • +2 Enchantment

  • On Critical Hit, deal 10 Necrotic Damage and gain 10 Temporary HP

Location: Purchased from Dammon

- Render of Mind and Body

  • Shortsword

  • +1 Enchantment

  • When Attacking with Advantage deal bonus 1d8 Psychic Damage

Location: Purchased at Moonrise Towers

------------------------------

Ranged Weapons:

- Ne’er Misser

  • +1 Enchantment

  • Deals Force damage instead of Physical

  • Magic Missile (Level 3) (Once per Short Rest)

Location: Sold by Roah Moonglow in Moonrise Towers

Trivia: The Ne’er Misser has a unique animation for Magic Missile in which it fires the missiles directly from the Bow itself

- Hellfire Hand Crossbow

  • +2 Enchantment

  • Possibly inflict Burning when attacking while Hiding or Invisible

  • Scorching Ray (Level 3) (Short Rest)

Location: Can be looted from Yurgir in the Gauntlet of Shar

------------------------------

-------ACT 3-------

Head:

- Birthright

  • +2 CHA (Up to 22)

Location: If Rolan is dead: Sold by Lorroakan's Projection in Sorcerous Sundries. If Rolan and Lorroakan are both alive: Sold by Rolan in Sorcerous Sundries. If Rolan is alive but Lorroakan is dead: Can be traded or pickpocketed from Rolan in Ramazith's Tower

- Sarevok’s Horned Helmet

  • Medium Armour

  • Number needed to roll a Critical Hit is reduced by 1

  • Cannot be Frightened

  • Darkvision up to 3m or 15m if you already have it

Location: Sarevok

------------------------------

Chest:

- Elegant Studded Leather

  • 14 AC + Full Dexterity Modifier

  • +2 Initiative

  • Advantage on Stealth Checks

  • Shield (Short Rest)

    • When you are about to be hit, use a Reaction to increase AC by 5

    • Take 0 damage from Magic Missile

    • Lasts until start of your next turn

Location: Looted from High Security Vault n°9

- Bhaalist Armour

  • Light Armour

  • 14 AC + Dexterity Modifier

  • +2 Initiative

  • Aura of Murder

    • Enemies within 2m become Vulnerable to Piercing Damage

    • Note: Enemies become Vulnerable regardless of Resistance mentioned in the item description

Location: Sold by Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin

------------------------------

Gloves:

Bhaalist Gloves

- Legacy of the Masters

  • +2 Attack Rolls

  • +2 Damage Rolls

  • +1 Strength Saving Throws

Location: Sold by Dammon at the Forge of the Nine, in the Lower City

------------------------------

Boots:

- Helldusk Boots

  • Immune to Prone

  • Immune to Difficult Terrain

  • Can use Reaction to succeed a failed Saving Throw

  • Hellcrawler (Short Rest)

    • Teleport to an area and deal 2d8 Fire Damage where you land in a 3m radius

Location: Found in a locked Gilded Chest X: -32 Y: 219 on the top floor of Wyrm's Rock Fortress. Taking this item after Gortash's coronation makes Gortash and all Steel Watchers on this floor permanently hostile. If Gortash's deal has been taken and the party has killed Orin, taking this item does not permanently make everyone hostile. Taking this item before the coronation does not turn anyone hostile or before Gortash leaves the throne room.

------------------------------

Cloak:

- Shade-Slayer Cloak

  • Number needed to roll a Critical Hit reduced by 1 while Hiding

Location: Sold by Sticky Dondo X: -17 Y: 755 in the Guildhall, found in the Lower City Sewers

- Nymph Cloak

  • Dominate Person (Long Rest)

Location: Looted from the High Security Vault n°1 in The Counting House in the Lower City of Baldur's Gate OR Sold by Ferg Drogher in Rivington. It is part of his special stock, which requires a Persuasion check to access

------------------------------

Amulet:

- Amulet of Greater Health

  • Set CON to 23

  • Advantage on CON Saving Throws

Location: House of Hope

- Spell Savant Amulet

  • Gain an additional Level 2 Spell Slot

Location: Vault 1 in the Counting House

------------------------------

Rings:

- Ring of Blink

  • Blink (Long Rest)

Location:  Rewarded by stealing from or persuading the tressym, Tara, on the roof of the Open Hand Temple X: -45 Y: -5 in Rivington. No skill check is required if playing as Gale or if Gale is in the party

- Band of the Mystic Scoundrel

  • After hitting a creature with a Weapon Attack, can cast an Illusion or Enchantment Spells as a Bonus Action

Location: Looted from a backpack X: -1566 Y: -1522 in the Jungle

------------------------------

Melee Weapons:

- Duellist’s Prerogative

  • Rapier

  • +3 Enchantment

  • +1d4 Necrotic Damage

  • +1 Reaction per turn

  • While Off-Hand is empty, score a Critical Hit when rolling a 19

  • Can use a Reaction to deal additional Necrotic Damage equal to Proficiency Bonus on successful hit

  • Challenge to Duel

    • Cause target to have Disadvantage on Attack Rolls against anyone but caster

    • Target possibly might Bleed after being hit by caster

  • Dueller’s Enthusiasm

    • Bonus Action normal weapon attack

Location: Reward for completing the quest Save Vanra

- Crimson Mischief

  • Shortsword

  • +2 Enchantment

  • +1d4 Necrotic Damage

  • Main Hand Only: +1d4 Piercing Damage to targets with less than 50%HP

  • Main Hand Only: +7 Piercing Damage when attacking with Advantage

  • Off-Hand Only: Add your Ability Modifier to the damage

Location: Dropped by Orin

- Bloodthirst

  • Dagger

  • +2 Enchantment

  • Bound Weapon

  • Number needed to roll a Critical Hit is reduced by 1

  • True Strike (Bonus Action) (Cantrip) (Short Rest)

  • Main Hand: On hit, target becomes Vulnerable to Piercing Damage

  • Off-Hand: When a creature misses you with a Melee Attack, gain True Strike

  • Off-Hand: +1 AC

Location: Reward for defeating Orin during Get Orin’s Netherstone

------------------------------

Ranged Weapons: N/A

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POSTEDAug 25, 2024
ARCHIVEDJun 10, 2026