BUSTED Bard Warlock Build Guide + Gear | Baldur's Gate 3 GRIFFITH

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that's right it's your boy today we are creating the ultimate Griffith build in balers Gate 3 this won't be the Golden Age nor fto that's right my friends we are creating the falconia arc version of Griffith this one sees Griffith maintaining his human form and his swashbuckler type style of fighting while also wielding some of his other worldly fto Powers as well like this video make sure to subscribe and hit the Bell so you don't miss out on any future builds or content and let me know down in the comments what your like to see next as usual time stamps down below for your convenience that being said welcome to purge evil thank you for stopping by let's get into it level one Griffith is the ultimate face of the party and we're going to start as a Bard considering his extreme Charisma but more importantly the proficiencies and everything else we get especially proficiencies with rapers I'll be honest guys unless you dual wield or use something else your melee attacks will probably never be as powerful as say a paladin or maybe a rogue but we will get three attacks eventually and it's still completely viable I just thought you should take note to me it seems like the rapers kind of got shafted in this game but that doesn't mean they're not worth using remember you don't need a completely minmax broken character to have fun abilities strength at eight we're going to completely dump this even though I think Griffith would have some points here it just doesn't fit our build whatsoever dexterity at 16 mainly for initiative and to help our attacks until we bind our weapon Constitution 14 to help with our saving throws intelligence at eight obviously I think Griffith might have some points here too but just like with strength it's unnecessary for our build wisdom at 10 for saves of course and our main stat charisma at 17 as every single attack we do will scale with this stat even our melee once we hit warlock 3 this build makes use of The Hags hair so make sure you grab that as soon as possible by making a deal with anti-l in the putur fog our skills are going to be perception deception and performance for glaringly obvious reasons being a Bard we will get Bic inspiration head cannoning this to be Griffith's unparalleled leadership rather than an instrument this gives an ally a plus 1d6 bonus on their next attack rooll ability check or saving throw is a bonus action and will also pop up in dialogue checks note that you cannot use this on yourself first can trip will of course be friends as we've seen time and time again what Griffith can do with his words this is a no-brain as it gives you advantage in dialogue checks second will be vicious mockery the most fun can trip in the entire game as it allows you to talk the damage isn't that great but it does inflict a condition that gives the target disadvantage on their next attack role many many abilities in the Griffith build are going to be about debuffing our enemies entering into our fto powers every spell we take is going to be something that I could see him actually being able to do or something that we've already seen him do with that we're going to focus on his gravity type magic and add some psychic abilities as well the master of deception manipulation and the mind first up we're going to take Thunder Wave this is a 2d eight Thunder damage spell that knocks back enemies and objects within its radius very useful utility and damage dealer perfect for Griffith next up we have dissonant Whispers with his insane psychic power Griffith is able to deal 3d6 psychic damage while also frightening the target for two turns giving them disadvantage on attack rolls and ability checks while also immobilizing them third will be Tasha's hideous laughter this is an extremely powerful spell to use to essentially lock down a Target and save them for later while you eliminate his allies it also leaves them in a prone state of laughter allowing for heavy melee damage as well this can last for 10 turns but the target has a chance to break free every time they're hit so make note lastly we will take long stria one of the best spells to have in your party as you can apply this condition to every member without expelling any any spell slots so long as you do it out of combat this gives you plus 3 m of movement speed and lasts until long rest the drum is probably my favorite instrument in the game but I chose the violin for Griffith level two being fto we need to access our other worldly Powers as soon as possible for this reason we will multiclass into warlock at level two Griffith's Patron is actually going to be himself obviously and we're going to take Arch Fay for some beautiful fto flavor trust me on this one check this out with Arch Fay we immediately unlock Fay presence or better known as fto presence this is an action with two choices either being to frighten or Charm enemies for two turns within a 3 m radius around Griffith we went over frighten earlier so I'll just explain charm here this is a condition that completely disables the target from being able to attack the spellcaster being Griffith and also gives him advantage on dialogue checks if we were to converse with them very very in character and I really really like like this subass for Griffith as you can see Griffith isn't going to need to do damage sometimes always being the leader he is able to control the battlefield while his comrades or minions eliminate his foes obviously our first can trip we have to take eldrich blast being the most powerful can trip in the entire game so much so that some people have made entire builds based around just this spell this is some offensive Force magic that does 1 d10 Force damage per beam cast and we will unlock more beams by leveling more into warlock your second can trip is a bit more situational but still keeping the fto theme we will take bone chill which does 1d8 necrotic damage but more importantly inflicts a condition that stops the target from being able to heal until their next turn so it can be very useful in some spots especially on tactician if the target happens to be Undead they also will have disadvantage on attack rolls moving on to spells we will take hex this can be a pretty confusing spell for some people so I'm going to make this short and sweet the type of a ability you select has little to no effect in combat we will treat hex just like Hunters Mark in the sense that all of our attacks will deal an additional 1d6 necrotic damage to the affected Target as long as you maintain concentration on this spell you can continually recast this after your target dies without expending another spell slide and can last until long rest this is very good to open up combat with before you begin attacking on your very first turn for our second spell some in character considerations would be sleep fairy fire protection from evil and good charm but it's useless because we have fto presence and friends and maybe armor of agius with that being said the most useful spell to take is most likely going to be arms of Hadar so that is what we will take for the purposes of this video arms of Hadar is a nice eldrich looking AOE spell that does 2d6 necrotic damage to any creature within a 3 m radius around the Caster use this only when surrounded level three at level three continuing with warlock we get another spell and slot and this time you can take any of the Spells I listed before but for now we'll go ahead and take armor of agius this spell gives you 5 HP and will do five cold damage to attackers per casting level it lasts either until long rest or your temporary hit points are gone so make sure to buff outside of combat this spell is kind of iffy to me because while it can do some damage for you it doesn't seem to last very long so I will be switching this one out next level for our eldrich invocations we will of course take agonite blast which gives the Eldridge blast a huge buff adding our Charisma modifier to its damage the next one we will take will be none other than Devil's sight because of course Griffith can see in darkness and he will use it to his Advantage level four this level we will undoubtedly take Darkness this is one of the most busted spells you can utilize throughout the entire game and with some effort you can have your entire party able to see in the darkness as well without everyone needing to be a warlock darkness is so good because we have de Devil's sight meaning it won't blind us while it will blind everyone else caught inside while inside the darkness you'll also be heavily obscured making you incredibly hard to hit ranged attacks cannot penetrate the darkness either unless you can see through it which we can so our Eldridge blasts will reach out of it and you'll also get the attacking From Shadows Buff when doing so all of this makes Darkness a ridiculously overpowered spell and you can base an entire party composition around this spell alone at this level we're going to replace our armor of aus spell unless you like it of course with hold person we all know what happened literally as soon as Griffith became fto when guts tried to attack him undoubtedly this is a perfect in character spell to take old person completely immobilizes an enemy and makes it so that they can't take any actions as well any attacks within 3 m of this target will be guaranteed criticals this is a wisdom save and can last 10 turns requiring concentration for our packed Boon we have to take paa of the blade so Griffith can keep up his humanlike facade of using his melee weapon this will give us two actions packed of the blade and bind packed weapon pack of the blade simply summons a weapon in the Griffith's hand of his choosing but it will never be as strong as a weapon that we bind with bind pack weapon this will make it so that the weapon Griffith is holding cannot be dropped and now uses our Charisma for attack and damage rolls rather than our dexterity so now Griffith could use any weapon in the game make sure you always Bond your weapon at the start of every day with this you can respect to drop some decks in favor of constitution for concentration saving throws level five a level five quickly take your ability Improvement feet and raise your charisma to 19 hurry up and get the hags hair to cap it at 20 hurry do it now now for our spell you know we have to take shatter for some more fto gravity magic this is a 3d8 thunder damage AOE spell that hits hard and is one of my favorite to use as you can place it anywhere within 18 M it comes with a Constitution saving throw and if they succeed they'll still take half damage level six moving up to level six we get the beautiful deepened pack extra attack ability allowing Griffith to make a second melee attack during his turn remember that this only works with your bound weapon so no extra attack if it's not bound hypnotic pattern is a perfect psychic mind control ability for Griffith as it uses a huge AOE that causes enemies to become hypnotized they cannot attack move or act and this will last for two turns you can also cast the spell while silenced which is pretty cool don't sleep on this spell Griffith is an expert of control lastly our Eldridge invocation will be Meer the mind adding yet another mind control body control fto ability to our repertoire this allows us to cast slow targeting up to six creatures in having their movement speed while also reducing their Armor class and dexterity saving throws by two making them much much easier to hit they can no longer take reactions and cannot make more than one attack attack per turn just in time for when we are starting to encounter more enemies that have extra attack it can also delay spells that an enemy casts by one turn blow can last up to 10 turns most people would have taken repelling Blast by now but we don't need our enemies further from us we actually want them closer so we will leave that out of this build level seven at level seven we're going to finish our warlock multiclass at level six with our subass being the arch Fay we get Misty Escape I love this ability upon taking damage Griffith will turn invisible and on our next turn he can cast Misty step for free this would break invisibility but could easily get you to safety or up to High Ground you could also not teleport and instead use the invisibility to your advantage and possibly deal some high damage to a close by enemy Griffith obviously has some godhand otherworldly type speed somewhere so there's our Cannon for the Misty step and who's to say he can't go invisible right for our spell I will recommend counter spell or fear you can never go go wrong with counter spell but for the purpose of this video we will take fear to continue the onslaught of fto psychic powers fear causes the targets to drop everything they're holding and become fearful with this condition they will have disadvantage on attack roles and ability checks and will also run away from Griffith until the effect ends this will last for two turns level eight at level eight we will finally switch back over to Bard with this we unlock another level one spell slot and remember you can use your warlock spells with regular spell slot as well next we have jack of all trades with this ability checks that we are not proficient in get buffed by half of our proficiency bonus we also now have song of rest which is an action that you use out of combat that acts as a free short rest or our spell feather fall or a healing spell would be pretty good options the only other consideration would be fairy fire but we have better spells that use concentration I took featherfall here which gives you and your party immunity to Falling damage level nine at level 9 we now un unlock our B subclass which of course to keep up with Griffith's Human Side we will now take College of Swords which gives us some pretty useful techniques to use during combat and unlocks our dueling fighting style this simply adds plus two to our damage so long as we're wielding nothing or a shield in our off hand our new weapon attacks can be melee or ranged slashing flourish attacks two enemies close by each other at once defensive flourish increases your armor class by four after you attack and mobile flourish pushes your target back 6 M and allows you to teleport close to them and is pretty useful to close the distance or knock an enemy back into your Darkness for our spell we will take blind this spell simply blinds a Target giving them disadvantage on their attack roles and giving you advantage on them just like if they were inside your Darkness I like this spell a lot because it does not require concentration level 10 here at Bard level four we will have a few choices to make first you can choose any can trip you like here minor illusion is particularly useful if you have a rogue on your team and will turn enemies toward the illusion allowing the Rogue to hide I think light is a pretty good choice for Griffith considering how he hides behind the guise of being an almost holy figure Griffith is the light being the face of the party I think the most useful spell we could take here would be detect thoughts we already have plenty of crowd control and damage so why not add Toto's psychic prowess with detect thoughts this will pop up in dialogue and can make for some pretty interesting interactions you want something more offensive crown of Madness is a very good fit for Griffith in my opinion for our feet we can take ability Improvement to add two to our Constitution which helps with our concentration saving throws alternatively lucky I think is a fitting feat for Griffith considering the concept of causality in berserk with this feat you get three luck points which can be spent to gain advantage on attack rolls ability checks or saving throws they can also be spent to make an enemy roll their attack roll causality level 11 here at level 11 we get two level three spell slots another spell and two more Bard features first up we have font of inspiration which simply refills your Bic inspiration on short rests as well as long rests and second our Bic Inspirations actually have been buffed to 1d8 roles for our spell I have to recommend Glyph of warding being level 11 Griffith has gotten more used to his insane fto powers and now can not only manipulate people he can manipulate the elements Glyph of warding is a beautiful AOE spell in which you place a rune on the ground and when an enemy steps on it or if you place it under them it will activate and explode with the effect you've selected and you have a few different options to choose from very powerful and useful spell that I just cannot pass up level 12 finally at level 12 we unlock another extra attack so now we can attack three times within our turn there's been some speculation that this is a bug but at the time of this video's creation balers Gate 3 has been out for around 3 months with several patch es and the second extra attack still works we also gain counter charm which is an action that gives you and allies within 9 M advantage on saving throws against being Charmed or frightened so not only can Griffith deal those conditions he can buff his entire party with resistance to those conditions for our final spell I like plant growth this may not seem like a Griffith type ability but trust me guys this is very powerful this Smothers the area in Weeds that quarters creatures movement speed effectively only allow ing them 25% of their entire movement speed the real reason why this spell is so strong is because it doesn't require concentration which in my opinion is just completely busted throw this down in some darkness and trap everybody inside also it's flammable with this our Griffith build is nearly complete and you are now a master of manipulation in combat with the ability to control any situation you come across ear head Birthright a hat that simply increases our Charisma by two so now we will have 22 Charisma and just absolutely destroy everybody hell dusk helmet this helmet gives us the ability to see in darkness which we already have but more importantly it gives us immunity to blinding and critical hits and also adds a plus two bonus to our saving throws against spells we also get a decent ability with ulating gaze which has a chance to frighten enemies and deal an additional 2 to8 fire damage to enemies that are burning you'll get this from the House of Hope in act three chest potent robes this beautiful F set of robes allows Griffith to harness his fto power even further by adding a damage bonus to his canant trips equal to his Charisma modifier these robes also Grant him temporary hit points equal to the same Charisma modifier we also gain a plus one to Armor class you'll have to save the teelings in act one and alira will reward you with these robes in act two hell dusk armor this 21 AC heavy armor is great for any Caster or class that can't wear heavy armor because once equipped the wearer is now cons considered proficient with heavy armor aside from that we have resistance to fire damage immunity to burning and will inflict burning on any enemy Caster if we succeed a saving throw we also get the ability to fly which is fto all the way another piece of gear you'll get from the House of Hope in act three gloves Daredevil gloves a beautiful set of gloves for a melee Caster as it adds a plus one bonus to spell attack roles but more importantly completely transforms your range spells into melee spells with a talk lble passive get these from the GI Yankee crash in the mountain pass quick spell gloves this set of gloves simply allows you to cast a spell as a bonus action meaning we can either fire off two spells in a turn or even do some melee and a spell at the same time you'll get these at the sorcery sundies in act three hell dust gloves these gloves give us an additional 1d6 fire damage with our melee attacks and we also gain a plus one bonus to strength saving throws and spell attack roles in DC we also get the raise of Fire can trip which fires off three rays of fire each dealing 3 to6 fire damage fire boots disintegrating night Walkers this pair of boots grants you immunity to the listed effects and also gives you Misti step so now we'll have another way to use Misti step aside from our Misti Escape ability you'll get these from True Soul near and Grim Forge hell dusk boots with these boots you can no longer be forcibly moved and you ignore the effects of difficult terrain when you fail a saving throw you can now use your reaction to succeed instead which is absolutely busted we also gain the hell crawler ability which is another teleport spell that will also deal 2d6 fire damage in a 3M radius where you land you'll get these from worms Rock Fortress in act three trinkets Amulet of Greater Health here we have the ultimate spell for casters as it sets our constitution to 23 which Buffs our concentration saving throws by an absolutely absurd amount and also gives you Advantage House of Hope as well in act three ring of regeneration this ring simply heals you for 1 D4 Health points at the start of each turn obtain this from sorceress Sundries in act three weapons quick note at the beginning of the game make sure to pick up your first Rapier on the nautiloid and then buy the plus one Rapier from Damon at the emerald Grove if I find any more noteworthy gear options I will list them down below in the pin comment sword of Screams a nice early game Rapier that deals an additional 1 D4 psychic damage on top of your normal damage pick this up from True Soul near in Grim Forge infernal Rapier this insane plus two Rapier is absolutely perfect for Griffith as it gives us the planner Ally cambian summon which adds to our minions you also gain a plus one to spell save DC and if we didn't bind our weapons already this weapon would automatically use our Charisma for damage instead of dexterity very busted and make sure you pick this up from Will's quest line during the end of act two dualists prerogative easily the best Rapier in the game this plus three legendary weapon comes with several perks first it will add a bonus 1 D4 necrotic damage to our attacks and on a hit we can spend a reaction to add even more necrotic damage equal to our proficiency bonus while our offhand is empty we also gain an additional reaction per turn and with Griffith being able to do extra attacks with this weapon we can now deal out an insane amount of damage also while our off hand is empty we will land a critical hit when rolling a 19 we also get two actions with challenge to duel and Dueler enthusiasm challenge to duel is a bonus action that challenges an enemy to attack you and you will also have a chance to inflict bleeding on that Target when you hit them the Target also has disadvantage on attack roles against anyone but Griffith Dueler enthusiasm is yet another extra attack that uses a bonus action and you can only use this while not wielding anything in your off hand you can use this once per turn which is just completely busted and with that our Griffith build is now finally finally complete and you can sacrifice all of your friends to become the ruler of B's gate if you like this video make sure to subscribe and let me know your thoughts down in the comments that being said thank you for stopping by and until next time Purge evil my palm but I ain't put it on yet ground in my palm but I ain't put it on yet ground in my palm but I ain't put it on yet ground in my palm but I ain't put it on yet yeah
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Channel: PURGE EVIL
Views: 18,360
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Keywords: Gaming, Purge Evil Tv, BG3 BUILDs, bg3 build guide, bg3 warlock build, bg3 bard build, bg3 warlock multiclass build, bg3 warlock bard, baldurs gate 3 build, griffith build bg3, berserk build bg3, guts build bg3, warlock build guide bg3, bard build guide bg3, griffith build, baldurs gate 3 warlock build, baldur's gate 3 warlock multiclass, baldurs gate 3 bard build, bg3 broken builds, bg3 broken warlock build, bg3 overpowered build, bg3 op build, bg3 op warlock build
Id: dJpB0vGaDGM
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Length: 22min 30sec (1350 seconds)
Published: Fri Nov 03 2023
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