Shadow knight | Sorcerer build | Modded Baldur's Gate 3

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hello everybody and welcome back to the channel so today we are starting with the usual disclaimers that this is a concept first and optimized second style build building around a concept rather than the best possible damage this build looks like it should be a heap of fun to play though and I hope you enjoy it we do have one additional disclaimer today though and that is of course that this is a modded build so with modded builds at present they work best when you start a fresh playthrough otherwise there can be issues to pop up in the way that the story in quest triggers compile secondly once you start a campaign with mods added those saves cannot be reverted to be played with outwards a game will simply crash so tldr fresh playthrough only now I want to keep these modded builds as simple as possible for everyone to access so I will use the least possible amount of mods and only present the ones applicable if you haven't installed mods before I recommend watching MMO Girls video on how to work out how I'll link it below if you would like me to make a guide on how to get started then I can let me know in the comments so the mods we're using in this video will all be linked in the video description and today D3 script extender the improved UI and the optional improved UI assets these are utility mods and we use those to make sure that everything is functioning as intended next the shadow source for a subclass and is optional hand of ill Omen enhancement and icon choice this is our main subclass for the build we've got the warcaster 5e mod which gives you access to other spells than shocking grasp since spoiler alert we are taking warcaster with this build and finally the mod that I will never be playing without again and that is the 5e Spells mod adding over 80 new spells to the game from the DND 5e framework trust me this mod is a game changer for buildmaking so what character are we creating today well the short is linked above if you want the full backstory but suffice it to say I think of them as a real and justify the means type of character willing to sacrifice themselves and let the world hate them if it means protecting the ones that they love after losing their childhood friends they will do whatever they think is right for their companions even if they hate them for it but they are not a villainous character I feel like they were forever changed being born so close to the shadow cursed lands and they are inherently able to draw upon the energies of the shadowfell Choice Shah is aware of their meddling however she permits it due to the chaos that they sow they are incredibly dedicated though and are inclined towards bettering themselves through education and martial training I've been really looking forward to making a build around the spell shadow played in pg3 and here's my chance so let's get going level by level so we are playing a human for this build feeling the most susceptible to the effects of the Shadow cursed lands feel free to take any race though I like the thematics of human and the additional proficiency that you get for our class we are starting this build off as a fighter the main reason for this is the heavy armor and weapon proficiencies along with Constitution saving throw proficiency and a fighting style which we are taking the dueling fighting star giving us a bonus plus two damage if we are wielding a single weapon in one hand which we will be for our background I am going without land gaining Proficiency in athletics and survival making perfect sense due to the harsh environments that we grew up in for our starting stats we are going eight in strength 15 plus 2 index for 17 14 Constitution 10 intelligence 8 wisdom and 15 plus 1 for 16 in charisma Dex is our main priority here as we are scaling our melee damage with dexterity Constitution is important for saving throws and because we will be on the front lines finally we are primarily a sorcerer so even though we won't need a high Charisma we will it will still help to hit with any higher spell DC's we need to hit for proficiencies we are taking our human Proficiency in Arcana and our other two in insight and perception giving us a pretty even spread across the board okay character creation done smash your way off the ship and on to level two so I've been using it a lot through my builds but I feel like the whole idea of the tadpoles blocking some of your magic or potential is really fitting here all your companions have noticed the limiting or changing to their powers and you are no exception before you were abducted you could manipulate the Shadows at will you can feel an inkling of your inherent control over the Magics of the shadowfell being returned to you however as we reach level 2 and take our first level in sorcerer Maybe by asserting your authority over the tadpole to release Shadow heart began the process of unblocking your powers and it will only accelerate as you use the tadpole more freely so beginning with our subclass we are taking Shadow sorcery giving us a few features on first level in darken a symbol can trip that allows us to extinguish light sources the hex and disguise self spells eyes of the dark which grants us 36 meters of dark vision for now and will improve with us as we level finally strength of the Grave which prevents us from being downed once per long rest so heading back up to the can trips and you can already see all the new spell options you have to play with here I want to start condensing these builds down because they are starting to get really long so I'll mention and show my non-essential choices but probably won't go into them too much with that in mind firstly we are taking a booming blade which is the staple end of this build this cantrip lets us attack a Target in melee range with our weapon and then Mark them with booming energy this energy explodes if the target moves willingly dealing 1d8 in Thunder damage not so impressive now but it is a canned shirt so it will scale with us arranged in utility options we are taking mind sliver gust and minor illusion for our level 1 spells they aren't essential right now but they will be later in the build so I am picking up the shield spell giving us a plus five boost to AC as a reaction and the absorb elements this gives us resistance to an element as a reaction reducing the damage and then storing that energy adding a D6 of damage of that type to your next melee attack for level 3 there are no real essential spells here I'm going to take sleep but what we do gain on this level is metamagic now I also mentioned this in my Prodigy build but don't sleep on the create sorcery Point skill it may not be that useful early game due to the lack of spell slots but later in the game it's really great so don't forget about it for our metamagic options we have two we basically have to take twin spell which we'll have which will have great use for in a couple of levels and extend its spell doubling the duration of conditions summons and surfaces which we really handy next level with that in mind on to level four the tempo continues to relinquish control over your mind and thoughts as you show that you are willing to embrace your potential your power is heightened and with a forceful burst of willpower you are able to push through the final block preventing you from summoning your greatest magical accomplishment your blade of pure shadow so level 4 and with our ability to summon in Shadows regained we get the improved eyes of the dark granting us the ability to cast a special form of the darkness spell this Darkness can be placed on a Target following them when they move as a cloud on the ground or as a wall of Darkness furthermore it also grants you the ability to spend sorcery points instead of spell slots to cast this Darkness if you do this you gain the ability to see within the darkness and not be blinded gaining advantage on attacks against enemies within the effects along with this we have regained a semblance of our resistance to the Magics of the shadowfell gaining resistance to Shadow curses and plus one AC while in partial or full Darkness for our spell on this level we are of course taking the build around for this build Shadow Blade we summon a shadowy short sword into our hands that deals one d8 psychic damage at second level and when we attack a Target in dim light or Darkness we have advantage on that attack this is a concentration spell that lasts 10 turns so we definitely need to shore up our concentration saves now as mentioned in the previous level we can use extend spell on this making our blade last 20 turns if we need to 10 should be enough for most fights but if you do suspect the entire Goblin Camp is about to attack you then maybe use extend on this to save it from being recast lastly on this level we are taking another metamagic option the best choice for us here is quick and spell we won't be getting extra attack with this build so access to a weaponized bonus action will be really beneficial there are a bunch of spells to choose from here but I will point out that booming blade is a can trip that uses your melee attack so it is a bit expensive but it is possible to attack twice in a turn if you need to level 5 and this is a great level for us we are taking our fourth level in Sorcerer And that means a feat having just picked up our bread and butter skill Shadow Blade last level now we have a great way to prevent our concentration being broken since we started fighter we have Proficiency in Constitution saving throws and now we are picking up warcaster giving us Advantage for our saving throws as well along with that whenever we are able to perform an opportunity attack we can instead cast shocking grasp on the target enter the war Caster mod so in DND 5e this feat actually lets you choose any spell provided that has a casting time of one action and targets only one enemy so this add-on gives us access to a range of cantrips which we can use instead of shocking grasp and of course we'll be using booming blade causing the target to instantly take the weapon damage attack and the Thunder damage from moving willingly this is a pretty lethal combo also on this level we get another can trip and another level 2 spell I'll be taking friends here since I think it fits pretty well conceptually your cantrips also get a boost on this level booming blade especially dealing an additional d8 not just when the target moves but also on the initial melee attack as for our spell we are taking Vortex warp I think you have started to experiment with the Shadows here and how they can wrap around your enemies and suck them in dragging them through the shadowfell and out again in another location however it's not stable and you may harm yourself or an ally if you were to try using it on them so Vortex warp it's a great spell that provided they fail a constitution saving throw allows you to teleport others around the battlefield this works really well with the twin spell metamagic letting you move multiple Targets on the same turn closer together for a big AOE or far away to make them use their turn to dash back into combat there are a bunch of ways to use this one so have fun with it you are quite educated given your background and met with many hours pouring over tomes or spell books you studied hard to direct your latent magical talents and it's been frustrating you greatly that these skills which you've already learned and know how to achieve have been just beyond your reach however here at level 6 maybe something happens to reopen the floodgates and unlock that forgotten power as we are taking wizard levels now so as of wizard one we get three cantrips and six first level spells as we are almost a full Caster we unlock third level spell slots at this level giving us a big bump in damage as we will be able to use our two level three spell slots for upcasting Shadow Blade to deal an additional d8 in damage since our intelligence is abysmal though we are only here for utility so four can trips I'm picking up blade Ward Mage hand and pressure digitation this last one allows us to clean damaging surfaces or even characters if you are sick of seeing dirt fire or blood everywhere four spells again with the utility we are taking long Strider they're the fall false life magic missiles enhanced leap and find familiar four of these are ritual casts so make sure to use them while out exploring and don't forget to upcast false life okay half time and firstly I just wanted to mention difficulty many subclass mods are having their abilities condensed in relation to their DND counterparts this is done so they are accessible for the level 12 limit in bg3 they can be a little on the powerful side so I would definitely recommend playing this build on tactician secondly before you all yell at me in the comments that this didn't have to be a modded build I am aware of the Shadow Blade ring in act 2. however it just comes a little late for my liking and I wanted to get this part of the build up and running as soon as possible also I think the amount of mods required to make this build really fun and accessible is fairly small and it's a great place to start for modded builds hopefully you're enjoying it so far let me know in the comments for anyone wondering why I left dexterity at 17 for this build I think if I was playing this character I would take the plus one buff from defeating a certain act 1 boss and that would even out your deck score to a nice 18. allowing you to bump it to 20 nicely with a feet or gear down the line let's talk about gear though and I think if you try this build out you will find very quickly that losing Shadow Blade feels really bad if you don't have another weapon equipped my recommendation for this is another short sword to start with and eventually swapped out for fala aluve this is a great finesse weapon accessible early in the underdark it does the same damage as a Rapier and I think works better as a main hand weapon the main thing here is that in order to benefit from the dueling fighting style you must have it in only one hand so for our AC and for the damage boost we need to find ourselves a shield blowing Shield is a great early option or Shield of scorching reprisal is also a great option at the start of act 2. follow the rest of your gear try to get some heavy armor as soon as you can even non-magical armor is often worth it for the armor class boost four other armor boots of striding are great diadem of Arcane Synergy and strange conduit ring are also great pickups keep in mind for the Arcane Synergy effect that the spellcasting modifier it uses is based on the last class that you leveled as wizard for us so it will only add one damage maybe try to Respec and change the last class to sorcerer if possible once you get this ring so that it adds based on your charisma okay back to the build level 7 and we have tapped into the flow of energy that has returned to us finally able to turn the weave into more than simply Illusions and shadows as we take another level in Wizard and regain our Arcane Ward so level 2 in Wizard and we get our subclass we are of course taking AB duration this subclass gives us the Arcane Ward feature this works by giving us four Stacks per long rest each time we take damage we reduce that damage by the number of stacks we have and the stacks go down by one however we can regain Stacks whenever we cast an objuration spell of first level or higher and we regain Stacks equal to the level of the spell cast this is really helpful for survivability however our only leveled AB duration spells right now are reactions in shield and absorb elements so we better keep our eye out for some good options for spells on this level pick whatever you like there are not many here that we're likely to use back to sorcerer now at level 8 and we are a sorcerer of five meaning we get level 3 Spells at this level along with a fourth level spell slot unfortunately Shadow Blade damage doesn't increase again till fifth level so use that spell slot for something else that can benefit as for spells there are two options I really like here enemies abound seems really thematic causing them to be lost in the darkness unable to distinguish friend from foe alternatively character spell is an AB duration spell if we wanted to add that to our repertoire our reaction is breaking under the load though at the moment so third suggestion pick your favorite there are some great options here and Next Level just be mindful that shadowblade is using your concentration so maybe Fireball or lightning bolt if you can justify it conceptually after some time experimenting though with how the Shadows move your enemies around you have decided to try your hand at moving or even summoning a creature from the shadow fell into your plane of existence it takes some time but after hours of trial and error something changes a pool of dark energy opens at your feet and out of it rises a wolf Noah Hound jet black as night and menacing it looks at you and sits awaiting your command so we have a big level here level nine and we are a sorcerer six now on level six the Shadow Magic sorcerer gets a heap of fun stuff this is where the build really opens up firstly we get complete Immunity on this level to the effects of the Shadow curse your time growing up close by and also your Ventures through this accursed place have left it unable to affect you in fact it has even strengthened you further gaining an additional one AC while in dim light or Darkness next we get the Hound of ill Omen the ability to Target an enemy and mark them for death you can then summon in a Hound to pursue the marked Target you can mark an additional Target every two turns and each marked Target within three meters of the Hound will have disadvantage on saving throws by but only for spells cast by you next we gain Shadow walk while in dim light or Darkness this lets us teleport to another patch of dim light or Darkness truly mastering the shadow Warp level 10 and we are a sorcerer seven now unlocking level 5 spell slides and level 4 spells this is another great power jump for shadowblade increasing one last time to 4 d8 when you cast it with a fifth level spell slot for spells there is only one option for me relithim's psychic Lance this spell can be twinned and Deals 76 to a single Target incapacitating them meaning they can't take any form of action on their turn this requires a save and is much more likely to hit now that we can have our hound of ill Omen granting disadvantage okay our final level in sorcerer here at level 11 and we get a really great spell here in banishment now this is a concentration spell but I love the idea of banishing someone to the shadowfell and then falling in darkness for two whole turns this is also a fourth level AB duration spell which is just what we've been looking for to restack a lot of those Arcane Ward Stacks quickly in combat we also get a feat here and we are definitely bumping our stats if your decks isn't a 20 yet I would recommend bumping that you should be in act 3 now I hope and A Certain Magical Mirror should help you out with your charisma otherwise if you already have Master decks or items maybe go Charisma or Constitution here [Music] level 12 our final level and we have two options either we do take one more level in sorcerer gaining a level 6 spell slot and a neat Shadow Magic version of hunger of hater or what I would do is go back to Fighter for one level gaining getting that extra action per short rest well another build done and this one is a great one I really love how much the expanded spell list adds to the game and how this character feels slipping from one Shadow to the next the master of Darkness kind of like my way of the Shadow stalker monk but a Caster version so I don't really want to go into optimization for this one since it's modded and could already be considered unbalanced by some I will just mention the other route I considered taking so the other option is not taking fighter and instead installing another mod called cleric subclasses linked below this mod adds all the cleric domains into the game and the one I would pick up for this build is the Twilight domain this would give you access to Heavy Armor and also the sanctuary spell which is a great level 1 observation spell that can restock your ward for a bonus action this along with the mod that re-adds the removed option to be a follower of Shah and all the dialogue lines that are involved with that felt great but a bit too involved for my first modded build the channel Divinity for Twilight's domain Twilight Sanctuary is also considered quite strong and borderline overpowered by many people so I decided against it maybe in another build finally for this one I just want to say thank you to everyone who has been a part of the channel so far I'm Blown Away constantly by the amount of people who want to watch my builds you may have noticed I never do the like subscribe bring the Bell stuff and that's because it drives me nuts however I started this Channel at the end of July with the goal of reaching a thousand Subs by the end of September I only have 10 days left so if you are enjoying the content and you're not yet subbed it would mean the world to me if we could get there thanks so much everyone taking a few days off this weekend but look forward to the corrosive touch build next week see ya [Music]
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Channel: MrSoulbound
Views: 3,800
Rating: undefined out of 5
Keywords: baldurs gate 3, bg3, baldurs gate 3 gameplay, character creation, official release, balders gate 3, baulders gate 3, boulders gate 3, rpg, rpg 2023, upcoming rpg baldurs gate 3, crpg, larian studios, mrsoulbound, soulbound, ideas, fun build, excited, hype, characters, world, guide, multiclass, wizard, abjuration, shadow, sorcerer, knight, protector, gish, spellsword, shadowblade
Id: OphDfzJwghc
Channel Id: undefined
Length: 23min 40sec (1420 seconds)
Published: Thu Sep 21 2023
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