Multiclass Tactician Tier List - Baldur's Gate 3 Ranking Every Multiclass From Worst To Best

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in Baldur's Gate 3 creating a strong multi-class combination involves finding a Synergy between two or more classes that helps enhance your character's abilities and fits into your role-playing concept given that we only have 12 levels in bg3 we need to carefully think about what exactly we win by multi-classing but also consider what we lose by foregoing remaining in that single class all the way through such as extra Feats or powerful spells you may no longer have access to so in this video I will be ranking every class as a multi-class option in Baldur's Gate 3. as always keep in mind that every character will be able to perform well enough even in tactician difficulty the game isn't all that difficult so just pick the options you think sounds the most fun this is simply an extensive analysis for those that are interested in theory crafting and Min maxing their characters with that being said hello everyone my name is dark hero welcome back to my channel where we cover Beach G3 thank you so much for being here and let's get into it so by picking the Barbarian not only do you get simple weapons and martial weapons proficiency you also get shields proficiency you don't get any armor as you do get an armored defense which will add your Constitution modifier to your armor class and of course because you're a barbarian you get access to Rage which will deal to extra damage with Malay and improved weapons and when throwing objects on top of giving you resistance to physical damage and advantage on strength checks and saving throws so taking a barbarian dip can be very beneficial just because you essentially get to be a bit more tanky and you also deal too extra damage all at the cost of a bonus action that being said whenever you are raging you cannot cast any spells and that includes Smite as well and because spells can be so so powerful and with almost every class having access to spells it becomes a lot harder to multi-class into Barbarian Reckless attack that can be a nice way to gain advantage on attack rolls with the downside that the enemies will also gain advantage against you but you could pair this with a rogue so that you can guarantee a sneak attack when you otherwise don't have advantage against the Target now as for the barbariance subclasses I don't think they're all quite amazing wild magic Barbarian can be wacky and fun with you being able to proc all sorts of crazy effects but if you're simply seeking to use magic spells you can always multi-class into a spell casting class Berserker is a really bad subclass in my opinion because of the drawbacks it has as you'll get a penalty to your attack rolls every single time you attack with this stacking up until you finally miss an attack and I really don't see the point of this as this will end the frenzy and so you'll need to rage again which means you'll be spending more rage charges which restore on a long rest if I were to take a barbarian subclass the only one I would recommend as a multi-class would be the wild heart as you can get some decent perks out of these ones personally I like the bear heart the most because of the extra resistances it provides making Barbarian just a bit more tanky and I think barbarians by default are a character that need a lot of ability scores as they want to have high strength to use their rage dexterity to have a higher AC and Constitution to gain even more AC but overall I would say that Barbarian is a nice level one dip but really nothing else and because of that I'm going to put it in the C tier next on the list we have The Bard bars are very fun to multi-class into but at the same time they are a class that typically you would like to take more than just a couple of levels in they do gain access to pretty decent can trips and spells as well letting you be a damaged spellcaster but also a supporting Ally that can heal their teammates with healing Ward or cure wounds or CC their enemies with sleep or attach just easiest laughter or just make your character a lot better for those dialogue checks and additionally you get to pick a skill proficiency to add more importantly what you really want from Bard is bardic inspiration letting you consume a charge to add a 1d6 bonus to an attack roll ability check or even saving throw with these charges restoring on a long rest but the thing is these charges can restore on a short rest if you get to Bar level 5 at which point you're really committed to that and it's no longer just a couple of levels tip you do get Jack of all trades which lets you add your proficiency bonus to Ability checks you're not proficient in essentially having at the very least a plus two on anything you do which is pretty nice and you do essentially get a third short rest with song of rest College of Valor ends up being the worst option out of all these subclasses if all you're trying to do is multi-class as it really doesn't offer anything substantial College of floor however is going to add cutting words an amazing reaction that lets you use your bardic inspiration to decrease 1d6 from an enemy's role or ability check and I think that this is one of the best support Utilities in the entire game alternatively College of sorts allows you to get not only one fighting style although you only get to pick from dueling or to weapon fighting but you also get your flourish attacks letting you add a 1d6 to your attacks and possibly heading to enemies at once gaining a plus 4 to your AC or pushing the enemies away while also teleporting to them and the best part about all of this is that you can do this with your melee weapon and with your ranged weapon as well and of course because you reach bar level 3 you also gain access to a couple of pretty powerful level 2 spells I think the benefits that you get out of the Bard multi-class are certainly quite nice especially if you go with collateral floor or College of sorts but again whenever I multi-class into Bard I always want to take a few more levels because you're already at level 3 one more level is going to give you a feed at level 5 you end up getting expertise your vardic inspiration becomes stronger and it now restores on a short rest and at level 6 with College of Swords you gain an extra attack and with College of floor you gain access to magical Secrets which gives you a huge spell list to pull from that is extremely powerful especially at that level in conclusion multiclassing YouTube art is certainly good but you always want to take more levels so it's not ideal so I'm going to place it in the 8th here next on the list is cleric now cleric gives you access to a few cantrips one of which is guidance which I think is the very best scan trip in the entire game letting you add a 1d4 bonus to Ability checks and because it is a can trip you can practice every single time you go for a dialogue check you also get to pick some prepared spells with the number of spells you get depending on your wisdom modifier and these spells are all fantastic you get cure wounds and healing Ward letting you play the part of a Healer guiding bolt is a fantastic spell that deals nice radiant damage and also gives the advantage on the next attack roll against the target plus is just a fantastic buff giving your party a 1d4 bonus to attack rolls and saving throws and Sanctuary is a very underrated bonus action making it so that enemies are not able to attack you for 10 turns you also get to pick your subclass right at level 1 with each of these subclasses giving you a different feature depending on what you want to do so of course some are better than others but the one I want to highlight is of course the live domain which right out of the bat gives you cure wounds as well as Bliss and specifically life domain also gives you heavy armor proficiency which not all of these domains give you and the side of life which is going to give you a plus 2 to your healing on top of the Spells level by multi-classing a single level of cleric you gain all armor proficiencies hear wounds and blasts on top of just becoming a better healer with Disciple of life and again you gain some really good kind trips and some really nice spells as well I really do believe that cleric needs to be highlighted as a very powerful multi-class option although I don't really recommend going any higher than a single level when multiclassing into cleric because I don't think the benefits are all that amazing they're still quite good with the life domain cleric giving you even more options to heal yourself and aiding your allies though it should be noted that if you reach level 3 with your cleric you'll gain access to warding bond which is a very underrated spell as well that being said because the other cleric domains aren't as good for multi-classic in my opinion I'm going to place them cleric in the eighth year next on the list is fighter which gives you proficiency with simple and martial weapons on top of light armor medium armor and Shields and right at level 1 you get second wind as a bonus action letting you heal for 1d10 plus your fighter level you also get to pick from a fighting style and of course all of these are quite fantastic but the highlight of multi-classing into fighter is of course gaining action surge at level 2. for those of you that don't know action surge lets you gain an extra action whenever you use it with action search restoring on a short rest and because it is an extra action and not an extra attack you can for example if you're a wizard multi-class into fighter to gain access to all of these weapon and armor proficiencies and be able to cast Fireball action Surge and then cast another Fireball action search is a fantastic feature that every single character in the game can benefit a lot from and be because of that fighter simply becomes a very appealing multi-class option it should also be noted that if you are to multi-class into fighter I would actually advise you to start off as fighter and then multi-class into whatever else you want to have simply because by starting as fighter you gain access to Heavy Armor proficiency which you don't have if you only multi-class into fighter additionally once you reach level 3 you gain access to the fighter subclasses with the Eldritch Knight letting you pick a couple of spells and can trips they're not particularly amazing besides maybe Shield so if you just want to pick up spells there is no need to go into fighter level 3 you could go Champion to land more critical hits as with this the number required for a critical hit is going to be 19 but what I believe to be the best subclass and why you would want to multi-class into fighter level 3 would be to go into battle Master to pick up 3 different maneuvers you gain 40 superiority dies which are 1d8 that you get to add to your attacks and you get things like disarming attack which lets you on a strength save make the enemy drop their weapon that can be both from melee or from ranged trip attack to make the enemy prone push attack to push the enemy menacing attack to make them feared there's even rally to Grant temporary hit points to your allies you simply have a ton of very good options to add to your kit and you can simply use these regardless of what effect they give you to add a 1d8 damage die to your attacks and these will restore on a short rest as well so having said all of that it's without a shadow of a doubt that fighter is going straight into the ass tier now next on the list we have Druid which can give you some decent can trips right at the start and access to the Druid spell list which again comes with pretty decent spells with healing word cure wounds and even goodberry being decent options to kill yourself or even your allies with good berries simply being overpowered at the start of the game and Ice knife being a pretty good spell in combat you also get light and medium armor proficiency as well as Shield proficiency but if you're going to multi-class into Druid more likely than not you're doing it because of the subclasses and the wild shape feature letting you turn into all sorts of different beasts with the circle of the Moon Druid giving you even more wild shape forms later on as you level up circle of the land Druid is a pretty basic spellcaster you essentially just get to replenish your spell slots and cast even more as you really don't get much more beyond that as a multi-class circle of sports Druid can be a pretty decent alternative to add a bit of extra damage although you are really not going to get to that point of the circle of sports power fantasy where you are essentially a Spore Necromancer so because of that it's not really amazing and circle of the Moon it can be nice to have the option to spend a bonus action to Wild shape into all of these forms granted that you get all of these wild shapes right at level 2 regardless of which subclass you pick with the bear being the one that you gained from being circle of the moon at level 2 but the thing is that these wild shapes are very powerful at the beginning of the game but they don't scale very well into the later levels and for example in case of wild shaped bear you start off with 30 hit points which increase every couple of levels which means that if you're multi-classing you already have some levels spent in some other class so by the time you get the wild shape it isn't going to be as powerful because enemies simply deal more damage so the HP you gain from it isn't as good and The Druids and circle of the Moon specifically more so than any other really wants to stay in the Druid class to improve their wild shape additionally when you perform wild shape you only get to keep intelligence wisdom and Charisma and so you need to take that into account when you multi-class into Droid you may be leveling strength dexterity and Constitution and those things simply aren't going to matter whenever you wild shape so you may end up wasting stats because of it so because of all of that I simply don't believe that multiclassing into Druid is all that good so I'm going to actually place it in the detail next on the list we have monk with monk you only gain access to simple weapons and short swords or proficiencies as the main gimmick of the class is of course the unarmed strikes you gain a bonus unarmed strike meaning that if you use the weapon attack you can then spend a bonus action to use your unarmed strike and of course as you level up with monk that unarmed strike is going to deal more damage you also get Flurry of Blows which lets you use your key points which you gain at every monk level to use as a bonus action to deal even more damage with you being able to use your strengths or your dexterity whichever is higher for attacks with your monk weapons and unarmed attacks and on top of all of that you also gain an armored defense which lets you add your wisdom modifier to your armor class at monk 2 you'll gain an armored movement which will increase your movement speed when not wearing armor or using a shield and you'll also gain step of the wind Dash and disengage which lets you use Dash and disengage as a bonus action by spanning a key point with step of the wind Dash also doubling your movement speed and making it so that jump no longer requires a bonus action so you can do that at the same time you also gain patient defense which for a turn is going to Grant Attack rules against you with this advantage and you will have advantage on the x30 savings throws all at the cost of a bonus action and a key point and at level 3 you gain deflect missiles which lets you use your reaction to reduce the damage from a ranged attack by 1d10 plus your tax 30 modifier plus your monk level if you can reduce the damage of that ranged attack to zero you can then spend a key point to send that attack back and of course at monk level 3 you get to pick a subclass between way of Shadow which is all about being stealthy but really doesn't add much at level 3 Way of the four elements which gives you a bunch of Elemental spells to use as a monk both from a distance but some at melee range as well that take advantage of your melee attacks and unarmed strikes while also gaining an action that lets you restore half your key points and what you probably really want to get way off the Open Hand which lets you spend a bonus action and a key point which is going to transform your Flurry of Blows into flurry of close topple stagger and push letting you push the enemy away staggering the enemy making them unable to take reactions or toppling the enemy making them prone now the thing about the Monk subclass Is that you don't get a lot of key points and you really want to use them but at the same time you don't really gain many ways to use them effectively besides flurry off blows until you get to higher levels and your Flurry of Blows isn't all that amazing until you get way of the open hand and also your unarmed strikes aren't going to do a lot of damage if you don't have a high monk level and at monk level 5 you get stunning strike which as the name indicates lets you stun the enemy and you could combine that with way of the open hand to become an Unstoppable CC machine the unarmored movement and step of the wind are nice benefits that you get from this but as we'll see later on you almost get the same things from Rogue except that they are not tied to Resource Management so they end up being better in that regard I think monk is a strong class in bg3 but I just don't think that it is a very good multi-class option but with Flurry of Blows with monk of the Open Hand being so good I think I'm willing to place it in the meteor the next multi-class option we have is the Paladin with the Paladin you gain Proficiency in simple and martial weapons along with light and medium armor as well as Shields and just like with a fighter if you were to start off as a paladin you would start with heavy armor proficiency as the Paladin right at the start you gain some pretty cool class abilities with Lion hands being a way to heal yourself or an ally as well as cure them of any diseases or poison the vine sends to gain advantage on attack rolls against celestial's fiends and Undead of which there are a turn in bg3 along with a third class action that is going to depend on your subclass because paladins get to pick their subclass right at level 1. now these can all offer different effects with my two favorites being the oath of the Ancients which is a lot more focused on being survivable and sustainable all about healing pretty much and also Vengeance being much more about dealing damage marking enemies that kind of stuff and from oath of devotion you get at the start holy rebuke which gives your character an aura that deals 24 radiant damage to anyone who hits you with a melee attack for two turns so a very impressive kit right at level 1. however once we get to level 2 as the Paladin we gain access to our divine Smite allowing you to add 2d8 radiant damage to any attack you do with the option of being upcast adding 1 to 8 radian damage to higher level spell slots and even an additional 1d8 radiant damage to fiends and Undead and again there's a ton of them in this game you also get to pick a fighting style and like I said before with the fighter these are all very powerful and something that every character can benefit from and you also get to add some pretty cool spells like bless and shield of Faith cure wounds to be even more supportive compel dual as a soft taunt and three extra different smites that you can use for their various effects of course the most notable thing here is the vine Smite it's the reason why many people often multi-class two levels into Paladin as they'll be able to use their Charisma modifier to increase the damage of this spell so if you are a Charisma based character like a sorcerer avard or God have mercy on your enemies a warlock you can become a Powerhouse by just dipping two levels into Paladin paladins at level 3 don't really get a whole lot they gain Divine Health which makes them immune to being diseased which is nice but it's not amazing and then they gain a couple of actions as well as of spells and here is where your choice really matters with in my opinion oath of Vengeance being a lot stronger because you gain a class action that allows you to impose advantage on a target for 10 hole turns by only consuming one of your channel oath charges as as well as a bonus action and from the spell list that you get from the oath of Vengeance Paladin you'll also get Hunter's Mark which is very very good here are the oath of ancients actions and spells I don't think they are particularly amazing hostbreaker also gets some decent points but again it's nothing too special but the thing about the paladins is that it's very hard to multi-class out of Paladin because once they reach level 6 they get Aura of protection and once they reach level 7 they gain an additional Aura and in the case of oath of the Ancients they get Aura of warding which allows you and your party to become a lot more survivable only taking 50 percent of damage from any kind of spells and once you reach Paladin level 11 you get improved Smite with your Smite stealing a whole lot more damage so I'm a bit torn when it comes to ranking that Paladin I want to rank it high but I don't think I can rank it too too high it's also a character that wants a lot of ability scores they like to have a high Charisma to increase the damage of their Divine smites at the same time they want to have dexterity to gain Armor class in case they're not using heavy armor and strength to increase the damage of their own attacks unless of course you go full dexterity with a finesse weapon but because the Paladin dip can be so so powerful even with just one or two levels I think I'm going to place the Paladin at the very top of a tier next up on the list is Ranger and right at level 1 you get to have a couple of selections firstly you pick your favorite enemy this can be something for flavor but in terms of practicality you're essentially picking Proficiency in one thing either investigation Arcana history or even religion you can also make your end snaring strike and post this advantage on saving throws which is decent but I also don't like that spell very much you can get Keeper of the veil or true strike you can also get protection from Good and Evil true strike or sacred flame as they can trip depending on your selection none of these matter too much if I'm honest and it's not the reason why you would pick a ranger natural Explorer is also the possibility of gaining resistance against colds fire or poison damage gaining Proficiency in sleight of hand or what is more likely going to be the best option for combat as well as role play Beast Tamer which allows you to cast find familiar without having to waste the spell slot and of course you can use your familiar for a bunch of things including gaining guaranteed advantage against enemies as for their proficiencies it's pretty much the same thing as the fighter or the Paladin you do get to pick a fighting style again though in this case I don't believe you gain access to Great weapon fighting and you do gain some spell slots and get to pick a couple of spells of which I want to highlight Hunter's Mark because it is a bonus action that lets you add 1d6 damage whenever you attack an enemy and that can add up for a ton of damage especially as once you reach level 3 you can pick up the gloomstalker subclass which lets you gain dread ambusher which not only adds a plus 3 bonus to your initiative and increases your movement speed for the first turn of combat it also grants you an additional attack action that is special that deals 1d8 damage think of it as having a different extra attack which you do get extra attack at level 5 as well as for the rest of the gloomstalker features they are not that important or amazing Ambrose shroud is the way to become invisible if you are obscured which can't come in handy in combat in certain scenarios and you also get to hide as a bonus action all of that on top of getting this guy's self which is a decent spell the other Ranger options are Beastmaster which allows you to have a beast companion think of it as the same thing as find familiar if you've never seen this in action except that the rager's companion is actually a whole lot stronger and actually becomes more powerful as you level up as for the hunter subclass you basically get to pick a perk Colossus Slayer allows you to add a 1d8 extra damage to your target as long as you're attacking him when they are below health and this passive is going to be active every turn so you're not going to have that first round extra damage from gloomstalker but being able to Simply add damage each turn is very nice giant killer allows you to use your reaction to my Camellia attack whenever a big creature attacks you as long as you are within melee range with the key part of this passive being that the target needs to be large or a bigger creature than you so I would only recommend taking this if you're playing from one of these smaller races and finally horde breaker you gain an action that allows you to attack more than a single Target which is nice but you often don't end up using this and you would rather take down an enemy than hit 2 of the same time so it ends up being something that you use only to finish off a Target and attack a different one overall I would say that the Ranger multicast dip isn't particularly amazing because at level 2 you don't really get much out of it other than Hunter's Mark at level 3 though I would say that gloomstalker is a very solid Choice gaining that extra attack along with the bonus 2 initiative this combos very nicely with the Assassin or the fighter for example although it's important to keep in mind that the fighters action surge will not allow you to use the thread Ambush attack again still there are a bunch of perks that you gain out of Ranger and as such I'm going to place it in the B tier next on the list we have the Rogue starting at level 1 you gain sneak attack which lets you add 26 damage whenever you have advantage against the target do note that sneak attack can only trigger once per round as opposed to the pen and paper version of The Dungeons and Dragons where you can use sneak attack once per turn this means that if you use your sneak attack on your turn but then on an enemy's turn you use an opportunity attack you cannot add the sneak attack to the that opportunity attack at level 1 you also get to add some proficiencies as well as ADD expertise to some skills making the Rogue dip very cool in terms of role play at level 2 Rogues gained some very useful tools in the form of cunning action you can use your opponent's action to hide Dash while doubling your movement speed or disengaging an enemy these are all quite fantastic and are nice tools that any character can take advantage of and of course at level 3 you get to pick your Rogue subclass with the simplest and in my opinion the very best of these options being the thief the reason why so many players are probably going to multi-class into Rogue as Thief allows you to gain fast hands which is going to give you an additional bonus action for a ton of characters and a variety of classes this can be very very beneficial think for example a monk with this being able to use Flurry of Blows twice in a turn especially a open hand monk that can topple a couple of enemy is with our bonus action and still has their main action ready to use stunning strikes for example you also get Second Story work which gives you resistance to Falling damage nothing important really although it comes in handy every once in a while Arcane trickster lets you add a couple of cantrips and spells they're not too bad but I also don't think the spell is that you gained from Arcane trickster is all that amazing nor do you get a ton of spell slots although with the Arcane trickster you gain a special version of your Mage hand which can carry out additional tasks and on top of that is invisible and finally the Assassin it makes it so that any attack roll against a surprised creature is going to result in a critical hit which can add a ton of damage and with assassin initiative you basically gain advantage on Attack rules against creatures that haven't taken a turn yet you're really playing into that power fantasy of being the guide to initiate combat and straight up going for a backstab but more importantly you gain assassin's alacrity this makes it so that whenever you start combat you immediately restore your action as well as your bonus action this is fantastic because you can initiate combat with a sneak attack and since the enemy is surprised it's going to result in a critical hit and if for example you're also a paladin you can also add a Divine Smite critical hit and thanks to Assassin's alacrity you can right after do another sneak attack and in many cases because you initiate with a sick attack the enemy is going to be surprised which means that is another critical hit assassin is all about dishing out Nova damage on the first round and it pairs really nicely with the gloomstocker ranger as well as the fighter now one thing to note is that Rogues also like to stay Rogues for a very long time because every couple of levels you get to increase their sneak attack damage by 1d6 so at level 3 you would only have 2d6 on your seek attack and at level 5 it would be 3d6 however besides that one there aren't a lot of reasons why Rogues wouldn't want to go to other classes but sites may be taking only 50 damage from physical damage on a saving throw which you get at level 5. as Rogues you don't gain extra attack so they do really benefit from dipping into other martial classes or even being a main different class that dips into Rogue and again with the fifth bonus action being such a powerful tool for so many classes I really do believe that Rogue deserves to be in the ass here but because they don't gain a lot of proficiencies and you need to get that from your other class and again needing to increase the sneak attack damage I think I'm going to place the Rogues at the top of 8th year along with Paladin next on the list is sorcerer sorcerer grants you access to 4 different can trips all of them being quite nice as well as two different spells of your choosing notably chromatic orb magic Missile and shield Mage Armor can also be very good as Sorcerers are going to be lacking in armor proficiencies so gaining that extra AC can be very nice also for the purposes of multi-classing keep in mind that you cannot stack Mage Armor on top of an armored defense from a barbarian or a monk also at level 1 you already get to pick your sorcerer's subclass with the draconic bloodline sorcerer granting you one extra hit point for each sorcerer level which doesn't really matter too much as we're talking about multi-classing but it also makes it so that your base Armor class is going to be 13. Additionally you get to pick your draconic ancestry which can give you a variety of different spells with the draconic ancestry gaining even more benefits at later levels but again we're not going to be considering that because we're talking about multi-classing wild magic sorcerer can make it so that a bunch of effects occur whenever you use your spells but I think it's better than the Barbarian version because Ducane access to tides of chaos which can grant advantage on your next attack roll ability check or saving throw although it will increase the chance of wild magic search afterwards but it is a great way to gain advantage that is guaranteed but my personal favorite subclass to dip into is the storm sorcery as it will give you Tempest with magic which allows you to after casting a level 1 spell or higher use fly as a bonus action without receiving opportunity attacks this allows you to reposition yourself and while you may think at first that this only benefits spellcasters you can for example be a paladin that uses a Smite and then uses tempestuous magic to get out of the way again without procing opportunity attacks and that can be so so beneficial for you at level 2 Sorcerers start getting their sorcery points which allows them to alter certain spells or even creates extra spell slots by expanding these sorcery points you can use your meta magic to make it so your allies automatically succeed saving throws against spells that require them you can increase the range of your spells double the duration of spells conditions and surfaces and even make it so that spells you use can Target multiple enemies when they otherwise wouldn't be able to and this extends to cantrips as well and at level 3 you get even more metamagic effects with the quickened spell being a highlight turning spells that cost an action into a bonus action instead I'm not too crazy about meta magic in the early levels but the amount of spell slots you get out of being a sorcerer the quality of the spell list you get and even the subclass options with the storm sorcerer being my favorite because of that fly bonus action I really do believe that it is a fantastic multi-class option that you can opt to go for a single level or even for just two or three levels you get a bunch out of it some may disagree but I really do believe that it is a lot of value offered even at lower levels and so I'm placing sorcerer in the S tier next on the list is the Warlock yet another charisma spellcaster by choosing the Warlock class you gain Proficiency in light armor and simple weapons you get access to a couple of cantrips with of course one of them being Eldritch blast as well as a couple of spells with the Highlight being of course hex which pretty much functions like Hunter's Mark using a bonus action and a spell slot to mark an enemy and letting you deal 1d6 The Chronic damage each time you attack them however with hex you gain the extra benefit of being able to choose an ability that that Target has disadvantage against so if for example you are a Battle Master fighter and you multi-class into warlock you can place a strength hex on an enemy which will give him disadvantage and strength and then you are more likely to land your Battle Master Maneuvers like trip attack or disarming attack it's absolutely a fantastic spell one of the very best in the game in my opinion you also get to pick your warlock subclass right at level 1 with the fiend giving you armor of agathas as well as arms of are but more importantly dark one's blessing which makes it so that whenever you kill an enemy you will gain temporary hit points equal to your charisma modifier the great old one gives you dissonant Whispers And Tasha's hideous laughter and more importantly more to a reminder which makes it so that whenever you land a critical hit against the creature that creature and any nearby enemies must succeed a wisdom saving throw or they will become frightened until the end of the next turn and finally archfey gives you fairy fire and sleep as well as fake presence which makes it so that you can charm or frighten nearby foes with a wisdom saved for up to two turns in my opinion the great old one and the fiend are both amazing options depending on what you're going for but say for example you are a fighter you gain access to extra attack and even action surge because you're doing so many attacks mortal reminder is going to be a fantastic option especially if you pick the champion which can make it easier to land Critical Hits keeping mind that the warlock spell slots are different from regular spell slots as these are very limited and go up in level depending on your warlock level and these also restore on short rests unlike the normal spell slots which restore only in Long rests at warlock level 2 you also get to pick a couple of Eldritch invocations and these are all quite nice like BEAST's speech and beguiling influence being very good for role play rebelling blast and agonizing blast modifying your Eldritch blast and making it stronger although it's something that is more so for a warlock main rather than a multi-class as Eldritch blasts the second trip that becomes stronger with your warlock levels although I suppose you could still use it with for example a high Charisma Paladin Finnish Vigor giving you temporary hit points without expanding a spell slot and Devil's side allowing you to see in normal but also magical Darkness up to 24 meters which can be very useful as you can cast Darkness on a group of enemies and you you'll be able to see everything so you'll have advantage against them and of course once you reach level 3 with your warlock you get what I'm sure most of you were looking forward to the packed Boon you get the pick packed off the chain which allows you to summon an imp or a closet on top of all the basic options packed off the Tome gives you access to guidance vicious mockery and Thorn whip which are all pretty nice can trips and again guidance is the best gun trip in the game but more importantly you gain access to pact of the blade with this you can summon a weapon that will become your packed weapon and will instead of using the dexterity or strength use your spell casting modifier which is charisma to calculate its damage you can also buy the weapon you have already found become proficient in it and turn it into a magical weapon which will use your charisma for the damage this is absolutely insane because it allows you to for example become a paladin that only focuses on Charisma and so you don't have to worry about out Distributing your stats all over the place you can simply focus on Charisma to become a menace additionally at level 5 backed off the blade warlocks get to add an extra attack like many martial classes do the thing however is the extra attack that you get from any other source in the game can be combined with the extra attack of back of the blade going up to level 5 is not necessarily just a dip I would argue that it is going much deeper than that and so it is hard to take that into consideration when it comes to multi-classing but just keep that in mind because it allows you to get two extra attacks and if you're a fighter you can also have action surge on top but even if you don't pick packed off the blade there's still a lot of very good things that you get out of being a warlock from very powerful spells now including whole person and Misty step that can use spell slots that restore on a short rest and the Eldritch invocations giving you some extra tools to make yourself more powerful I really do believe the war warlock has a ton to offer but because it doesn't offer a ton of proficiencies and because it does specialize in the Christmas stats it doesn't fit in with as many classes as maybe you would hope still it's an amazing option and so warlock is going into the 8th year for multi-classing and finally we have the wizard The Wizard is an intelligence based Caster that lets you take three cantrips at the start all of these being quite nice and you also get to Pick 6 spells from a pretty impressive spell list right at level 1. with the highlight of course being Shield additionally as a wizard you also can replenish spell slots while out of combat by expanding what is called the Arcane recovery charge which you gain more of as you level up as a wizard but more importantly however as the wizard you can spend some gold and use the Scrolls that you have been collecting throughout your adventure and if you're like me you've been hoarding them and not using as many of them and you can learn that spell and become able to use it and that is insanely good you get to have that at level one with a single level one dip you got to add some amazing spells from any of the Scrolls you have on top of getting all of these spells and can trips that is absolutely amazing and sure it takes up intelligence which not as many classes are going to use but when it comes to a single level multi-class dip I think the wizard is just unrivaled like for example I can learn the spell web like I have here and it really doesn't matter what my intelligence score is it's still going to be very very good at wizard level 2 you already get to pick your subclass option there's eight different options here all of them offering something pretty unique but nothing too too special with the evocation wizard for example being very good if your party is comprised of melee combatants so that your allies automatically succeed the saving throws against your evocation spells the illusion subclass allowing you to cast minor illusion as a bonus action and observation wizard protecting you from your own spells personally I'm not too impressed by any of these subclasses but the wizard package itself is very strong so these are not bad options at all and of course once you reach wizard level 3 you gain access to level 2 spells and these are going to depend on the subplus of your choosing with many of them if not most of them being quite good you don't gain any class features that are of importance around these lower levels but the expanded spell list of the wizard combined with the ability to learn spells from Scrolls allows for one of the most powerful multi-class options in the entire game and as such I really do believe that I really would not be doing them Justice if I didn't put them in the last year these are my final rankings for the multi-class tier list in Baldur's Gate 3. again keep in mind that you can always go a few more levels into these classes at which point the benefits are going to change up quite a bit the game allows you to have a ton of variety and build diversity so don't worry too much even if I placed a certain class slower on the tier list you can still have a ton of fun and be very powerful with all of the classes in the game even on tactician difficulty but with that being said let me know how you would rank these in the comment section below subscribe if you look forward to more Baldur Skate 3 videos as always my name is dark hero and thank you very much for watching thank you
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Channel: DarkHero 2
Views: 10,866
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Length: 42min 41sec (2561 seconds)
Published: Sat Sep 02 2023
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