Baldur's Gate 3 Fighter Guide - Champion Subclass - Level 1-12 Guide

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hey everybody it's Lear from Lira gaming and I'm here to bring you my final subclass guide for The Fighter class we're going to be looking at the champion subclass do note as my other guides we're not going to be looking at racial options here or really touching base on the skill proficiencies it that's going to be determined on whether this character is going to be your main class or one of your companions for example instead of going to be focusing on ability points and a progression from Level 1 to 12. I'll provide some general feedback on type of equipment that works well for the class towards the end and also some thoughts on multi-classing with the class towards you and as well now starting with fighter at level one you're not going to get to pick your subclass yet you will start with the second win action which is very nice as a bonus action you basically get a nice little self-heal additionally you're gonna get to pick a fighting style there's six of them the first one is archery gains a two plus two bonus to range weapon attacks defense is my default go-to just gives you a plus one bonus to Armor class while wearing any type of armor dueling is interesting when wielding a melee weapon that is not two-handed or versatile now do note verse Styles any weapon like a long sword that it will change how much damage it does and whether you wield a one hand or two hands uh so as long as you use a one-handed weapon in one hand and no weapon in the other you get a two additional damage you deal with that weapon do note this does not mean your second hand needs to be empty you can use a shield so it's primarily utilized for a fighter for a one-handed weapon and a shield setup great weapon fighting when you roll a one or two damage on a die for an attack of a two-handed melee weapon the dies are rerolled once denote it says once so there's still basically and one in three chance that you're gonna roll a one or two again protection not as useful in my opinion when you have a shield and post disadvantage on an attack against your allies when you're within 1.5 meters you must be able to see the attacker again because you have to be so close together not as popular especially as bunching up in this game is not very recommended as the AI is really good at throwing AOE and casting AOE effects against bunched up players and then you have to weapon fighting when you make an attack of your offhand weapon you add your ability modifier to damage of the attack it's very important because by default if you do a wield that you do not get your damage modifier off the second hand and then let's talk about ability scores my universally recommended setup for the fighter is 16 strength is going to be your most important stat for calculating damage with most of the weapons that you potentially could use dexterity I like to keep it 10 you are likely to use heavy armor because you have access to it for the best AC do note anything over 10 will not give you any benefit to Armor class for wearing heavy armor but if you go lower like if you drop this to eight that minus one will count so don't recommend doing that never hurts to have high Constitution so 60 Constitution this is great you can dump intelligence I notice I have 14 wisdom this is for two reasons number one because wisdom saves are important this affects a lot of Mind affecting spells against you and also because perception is a universally useful skill that helps you find secrets in the world getting a bonus to that is always helpful and then charisma at 10. this is my general recommendation at level two the main benefit you get is action search this is something where you can utilize and then you have to rest to get it back but you immediately gain extra action to use this turn so even at low levels you can have situationally and extra attack so a double attack or cast a spell if you multi-class Etc this is why as I'll mention at the end it's very popular to sometimes get picked specifically two levels in a fighter one multi-classing to get to this special feature level three you finally get to choose your subclass and Champion you approach the complex problems posed by combat one distinct effective solution hit these problems really quite hard and the way this translates at level three is to improve critical hit the so the number you need to roll a critical hit while attacking is reduced by one this effect can stack and I have seen pieces uh like I found a bow and other pieces of equipment that can give you the same effect so basically what it does statistically every time you have an improved critical hit effect like this it increases your chance to crit by five percent so with this you now quit instead of on a 20 it's 19 or 20 and then if you get other effects you could even get 18 or 17 plus and in this game really critical hit you double the amount of dicey roll for the damage and any other bonuses for damage so it can Critical Hits can be a really effective way of increasing your damage especially if you use a nice big two-handed weapon at level 4 you're gonna get your first feet now a building Improvement is never a bad way to go for a fighter also especially if you're going to go two-handed build great weapon Master very popular when you land a critical hit or kill a target with a melee weapon attack you can make another melee weapon attack as a bonus action that turn so this is a great way to get a lot of extra actions over the game especially if your increased chance of critting this is very very good and you can also enable the special attacks uh basically special passive where attacks of heavy melee weapons you are proficient with and you're proficient with basically all weapons here all martial weapons especially so they're going to deal additional 10 damage at the cost of minus fact five to attack rolls because you get to see the percentage chance to hit on your effects it is important note you can have this enabled and if you don't feel comfortable with your percentage chance to hit you can always disable this and it'll show you the updated amount so this is very very effective also two other ones if you're going to go two-handed weapon setup polar Master also very effective when attacking glaves harbits quarter staffs or spears you can use a bonus action to attack the butt of your weapon and you can also make an opportunity attack when a target comes within range this is very helpful because glaves and halberts for example have the extended range and so instead of within five feet it's the equivalent of you know 10 feet normally uh so as enemies approach you before they can even get in range of you or if they're trying to walk past you you're going to be able to get reaction attacks on them very very potent also Savage attacker is great when making weapon attacks you rule your damage dice twice and use the highest results and then special bonus mentioned for lucky you gain three luck points which you can use to gain advantage on attack rolls ability checks or saving throws or make an enemy re-roll their attack rolls so this can come up as kind of like a reaction option so if you were to fail a certain role you'll be given the opportunity to utilize this so this can be very very effective but if you're not sure what to choose you cannot go wrong with upping your primary stat by two points at least until you hit 20. at level five you can make an additional free attack after making an unarmed or weapon attack so this is very popular this is why also level five is another popular stopping point if you're going to use Fighters for a martial effect and then maybe you go pure caster for other levels maybe classes that don't get that extra attack at level five so this potentially doubles your damage at this point as a fighter at level six you're gonna get an extra feed again a part to note Fighters unlike any other class are going to get a couple extra Feats the first one is level six normally you only get them at four eight and twelve so this lets you either max out your primary stat to 20 much faster effectively as quickly as level six or you can pick any of the other potential Feats and again I mentioned at the level four section so my top recommendations for fighter at level seven you get two extra subclass Feats features first one is remarkable athlete proficiency your master of your own body your athletic prowess extends beyond your the usual you can add half of your proficiency bonus to any strength dexterity and Constitution checks that you're not proficient in so this is one of those things because as a fighter you don't get that many skills to pick from to be proficient and this makes you a little bit more Diversified with these checks there's not that many I think there's only one strength check but dexterity and Constitution especially the dexterity options this is gonna make it so I mean Theory you could like disarm traps for example or go more stealthy but again this is not as universally useful because you're unlikely to be you know the be high enough for those based off your stats uh to be super effective but you also get remarkable athlete jump you're a master of their own body your athlete props extends beyond the usual your jump distance is increased by three meters so this is definitely effective there's a lot of places you can jump to in this game to get either to Secrets or to get tactical advantages and then you can utilize either spells if you multi-class or other Feats like I believe athletic that it can increase your jump distance even more if you want to go that route at level eight you get another feat now again as I mentioned level seven you got that increase to your jump option which did want me to bring up athletic as an option for a feat this would increase your strength or decks by one to maximum 20. this would be mainly effective obviously before you hit Level stats of 20 in strength for example it would be an option especially if you chose to pump your strength to 17 and needed way to pop it to 18 for an even number when leveling up big bonus here is when you are prone standing up uh uses fifty percent less movement basically or a lot less than that 50 movement that you need but your jump distance also increases by 50 percent so this includes your base distance based off your strength stat as well as it calculates that three meters extra from that level seven passive which will turn that into four and a half meters so this is a great way to be able to jump around like crazy get to higher areas for Vantage points or find security areas or alternate ways of getting around sections so again something to consider at level nine the big thing is to get the class feature called indomitable you have become durable as an iron golem whenever you fail a saving throw you can roll again using the new result instead do note this is something that all the subclasses get but again it's good and a pinch if you were to fail a saving throw gives you another chance at it at level 10 unlike any of the other subclasses the big thing is you get another fighting style so this can be quite helpful at this point again normally defense is the number one option but then depending how you're building whether for example if you're going one-handed weapon and shield dueling would be nice if you're going with two-handed Focus great weapon uh fighting helps or if you happen to be dual wielding this could help out but normally you probably won't take this to the lower level because taking this all the way at level 10 is a long time to wait to increase the damage of dual wielding I do want to point out dual wielding and Baldur's Gate 3 is way weaker because of the way the mechanics and different Feats and itemization this game is then if you were to go with two-handed setup so my personal recommendation go sword and board or go over the two-handed weapons in which case pick either great weapon fighting or dueling in my opinion at level 11 like the other fighter subclasses you get improved extra attack so you can make two additional attacks after attacking with your main hand weapon so again big big damage boost if you've committed all the way to level 11 with the fighter and finally level 12 if you've committed all the way to this class you're going to get an extra feat so pick whichever feet is your preference here now talking about equipment the big thing here again like all the fighter classes one of the main benefits is that you get access to heavy weapon proficiency or heavy weapon armor rather so I recommend heavy armor for you either choose going a nice two-handed weapon for your damage Source or if you want to go extra tanky go again one hand dead plus a shield that's really effective everything else you just want to build situationally to support your play style now talking about multi-classing the fighter is very very popular for a lot of different builds you can always if you pick it at level one you're gonna get the most benefits from this class because you're going to number one get Constitution a proficiency this is important because when it comes to if for example you multi-class to a Caster that has to concentrate on spells when you take damage you have to do a constitution save and proficiency is going to increase that amount more like or less likely to get disrupted also going just one level is going to get that extra bonus heal if you go and also all Marshall weapons so if you're a wizard and you want to kind of do a different more going a little further than just an Eldritch Knight you can start with one level of fighter then go Wizard and get a lot more spell casting potential while still being able to wield heavy armor potentially two-handed weapons or uh one-handed weapon and shield and then of course you can go a little further going to level two to get action surge very very popular if you just want two level dips and you can still go to level three Champion is popular if you're gonna go three uh three point dip because getting that increased chance the crit is very useful at that point you could go to floor to get your feet this is only if you want to make sure that you max out your three Feats but otherwise very very popular to just go one two or three options in the fighter all right guys so that will do it with my third and final uh build guide for The Fighter I hope you found this helpful if you did please drop a like if you have any questions or comments on the guide please leave them in the comments I do want to get your feedback I'll be doing all the classes for it so I'll be checking comments if uh there's anything that really stands out and stands out and gets repeated I'll try and make adjustments or changes for future guides as necessary as always if you want to see more bg3 content and follow the channel subscribe and as always guys thank you for all your support and I'll see you in the next video thank you [Music]
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Channel: Leeroy Gaming
Views: 5,544
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Keywords: baldurs gate 3, baldurs gate 3 fighter, bg3 fighter, baldurs gate 3 fighter guide, baldurs gate 3 class guide, baldurs gate 3 fighter class, baldurs gate 3 classes, baldurs gate 3 fighter build, bg3 fighter guide, baldurs gate 3 Champion guide, bg3 fighter Champion guide, bg3 fighter build, bg3 fighter champion, baldurs gate 3 champion
Id: W187s7bSIn0
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Length: 16min 34sec (994 seconds)
Published: Fri Aug 18 2023
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