It’s possible for new users of Baldur’s Gate 3 to become completely disoriented by the abundance of character generation possibilities available. Since Baldur’s Gate 3 employs the D&D 5e standard, it is possible to make extremely intricate characters for use in battle and other gameplay modes like roleplaying and exploration. Beginners have the ideal recipe for decision paralysis thanks to the challenging game’s compelling premise of a massive Mindflayer invasion in Faerun of the Forgotten Realms.
Baldur’s Gate 3 thankfully benefits from D&D 5e’s accessibility-focused design, providing opportunities for new players to build a playable character that might carry them all the way to the game’s conclusion. How should newbies go about making their initial Baldur’s Gate 3 character, though?
Baldur’s Gate 3 for PS5 allows players to enter Faerun for the first time, allowing them to take part in the battle against the Mindflayers and save the legendary Forgotten Realms campaign world. The player’s chosen protagonists must be able to defend themselves and their comrades against a range of dangers, though, as an Illithid parasite threatens to turn their characters into Mindflayers themselves. The best beginner BG3 setups for new players should include combat-ready Cantrips and Spells as well as the correct early-game Proficiencies and Feats to assist them in surviving dangers in the game’s opening hours.
10 starting character builds for beginners in Baldur’s Gate 3
10. Frenzied Tank
The Barbarian of Baldur’s Gate 3 wants to cause chaos first and ask questions afterwards, unlike the more tactical Fighter, and this is precisely why Frenzied Tank makes such an effective simple vanguard. The Berserker also adds Frenzy, which unlocks the ability to toss even a creature to a target (Enraged toss) and use a Bonus Action to launch another melee attack (Frenzied Strike). Barbarians already earn a 10-turn Rage that increases their overall damage and protection against melee, but the Berserker also adds Frenzy.
If the Frenzied Tank uses Reckless Attack to get ready for their Frenzy, a sizable portion of their attacks during the Frenzy’s turn can stack for a substantial DPS. Additionally, Extra Attack at level five may deliver at least three strikes to a target, giving this Barbarian an incredibly simple and effective melee DPS.
Frenzied Tank Base Stats
AT LEVEL 1-4 | |
CLASS, SUBCLASS | Berserker Barbarian |
ABILITIES, SAVES | 16 STR (Save Prof), 13 DEX, 14 CON (Save Prof), 10 WIS, 9 INT, 10 CHA |
PROFICIENCIES | Armour (Light, Medium), Shield, Weapons (Simple, Martial), Athletics (STR), Survival (WIS) |
CANTRIPS, SPELLS | – |
FEATURES | Unarmoured Defense, Frenzy (Rage), Frenzied Strike, Enraged Throw, Danger Sense, Reckless Attack |
FEATS | Tavern Brawler, Weapon Master, Savage Attacker |
9. Lunar Ferocity
The Druid differs from other classes in Baldur’s Gate 3 by having the ability to change into an animal, and Lunar Ferocity demonstrates just how effective a tank this Class may become with the appropriate setup. The Lunar Ferocity construct takes advantage of the Combat Wild Shape option in Circle of the Moon to let players experiment with a tank-healer hybrid while still providing enough combat effectiveness to support both roles.
The more combative Wild Shapes are crucial to the kit because they allow for intense melee (Bear) and aerial combat (Dire Raven) in addition to an additional magical attack in that shape (Wild Strike, Primal Strike). Characters with Lunar Ferocity can take advantage of Wild Shape-based healing (Lunar Mend) as well as a smaller but still effective selection of healing, boosting, and damaging spells while they wait for 10th Level Elemental Myrmidion Wild Shapes.
Lunar Ferocity Base Stats
AT LEVEL 1-4 | |
CLASS, SUBCLASS | Circle of the Moon Druid |
ABILITIES, SAVES | 13/10 STR, 10/13 DEX, 10 CON, 16 WIS (Save Throw), 14 INT (Save Throw), 9 CHA |
PROFICIENCIES | Armor (Light, Medium), Shield, Dagger, Club, Mace, Javelin, Quarterstaff, Scimitar, Sickle, Spear, Survival (WIS), Nature (INT) |
CANTRIPS, SPELLS | Cantrips (Guidance, Resistance), Lv1 (Cure Wounds, Healing Word, Thunderwave, Speak With Animals), Lv2 (Heat Metal, Lesser Restoration, Mirror Image, Moonbeam, Pass Without Trace) |
FEATURES | Wild Shape, Combat Wild Shape, Lunar Mend |
FEATS | Magic Initiate: Cleric, Resilient, War Caster |
8. Fiendish Accuracy
With Fiendish Accuracy, characters become long-ranged spellslingers that deal a ton of damage while staying safe, the Warlock of Dungeons & Dragons has some of the most thematically scary utility skills among the RPG’s Classes. This Class expands upon the Fiend Patron, and Wyll is suggested as the main character in this scenario. In a perfect world, players would want to obtain Hex (1st-Level Enchantment, Bonus Action) and Eldritch Blast (Evocation Cantrip), as this creates a steady damage stream that saves spell slots.
When Fiendish Accuracy builders choose Dark One’s Blessing as an Eldritch Invocation, they also receive a useful heal every time they kill an adversary. Misty Step (2nd-Level Conjuration) can relocate the Warlock to ensure their safety by elevating them or removing them from peril.
Fiendish Accuracy Base Stats
AT LEVEL 1-4 | |
CLASS, SUBCLASS | The Fiend Warlock |
ABILITIES, SAVES | 13/10 STR, 13/10 DEX, 10 CON, 14 WIS (Save Throw), 10 INT, 16 CHA (Save Throw) |
PROFICIENCIES | Armour (Light), Weapons (Simple), Persuasion (CHA), Intimidation (CHA) |
CANTRIPS, SPELLS | Cantrips (Eldritch Blast, True Strike, Minor Illusion), Lv1 (Hex, Hellish Rebuke, Witch Bolt, Arms of Hadar), Lv2 (Misty Step, Shatter, Mirror Image, Misty Step) |
FEATURES | Eldritch Invocations (Armour Of Shadows, Beast Speech, Repelling Blast), Dark One’s Blessing |
FEATS | Magic Initiate: Bard, Dual Wielder, Martial Adept |
7. Light Of Balance
The Light of Balance build, which turned Shadowheart into a Light Domain Cleric in her Baldur’s Gate 3 playthrough, is an option for players seeking an all-around character. Players now have access to a warrior that is strong enough to deal damage while helping the squad as a whole thanks to this design. Light Clerics begin play with three cantrips and two first-level spells, providing players access to buffers (Guidance), defenses (Blade Ward, Shield of Faith, Sanctuary), and even effective cures (Cure Wounds, Healing Word).
In addition, as they level up, Channel Divinity Options and unique Class Features grant Clerics more combat flexibility, allowing them to frighten (Turn Undead) and even deal severe damage (Destroy Undead) to nearby undead, impose Disadvantage on Attack Rolls (Warding Flare), cast out magical darkness with some damage (Radiance of the Dawn), and cast out magical light with some damage (Radiance of the Dawn).
Light Of Balance Base Stats
AT LEVEL 1-4 | |
CLASS, SUBCLASS | Light Domain Cleric |
ABILITIES, SAVES | 13/10 STR, 13/10 DEX, 10 CON, 16 WIS (Save Throw), 9 INT, 14 CHA (Save Throw) |
PROFICIENCIES | Armour (Light, Medium), Shield, Weapons (Simple), Morningstar, Perception (WIS), Survival (WIS) |
CANTRIPS, SPELLS | Cantrips (Guidance, Resistance, Sacred Flame), Lv1 (Cure Wounds, Healing Word, Guiding Bolt, Bless, Bane, Shield of Faith), Lv2 (Aid, Lesser Restoration, Prayer of Helaing, Scorching Ray, Silence, Spiritual Weapon) |
FEATURES | Radiance of the Dawn (Channel Divinity), Turn Undead, Warding Flare, Radiance of the Dawn |
FEATS | Magic Initiate: Cleric, Shield Master |
6. Battle Master Flexibility
If the Wizard’s arsenal of spells overwhelms Dungeons & Dragons newcomers, they can choose Battle Master Flexibility for a comparable experience with a simple melee Class. Maneuvers, designed with a Fighter-leaning character like Lae’zel in mind, allow Battle Masters to direct the course of fighting nearby by employing a variety of strikes with specific effects.
A 3rd-level Battle Master will have access to three maneuvers at first, and at the 11th level, they can add another seven. Ideal Maneuvers include Distracting Strike (giving Advantage to the next Attack Roll against the target), Evasive Footwork (imposing Disadvantage on melee attacks against the Battle Master), Maneuvers Attack (granting extra movement speed to an ally), Pushing Attack (inflicting a shove), and Trip Attack (knocking the enemy Prone).
Battle Master Flexibility Base Stats
AT LEVEL 1-4 | |
CLASS, SUBCLASS | Battle Master Fighter |
ABILITIES, SAVES | 16 STR (Save Throw), 14/13 DEX, 13/14 CON (Save Throw), 10 WIS, 9 INT, 10 CHA |
PROFICIENCIES | Armour (Light, Medium, Heavy), Shield, Weapons (Simple, Martial), Athletics (STR), Survival (WIS) |
CANTRIPS, SPELLS | – |
FEATURES | Protection, Great Weapon Fighting (Fighting Style), Second Wind, Action Surge, Manoeuvres (Commander’s Strike, Distracting Strike, Feinting Attack, Sweeping Attack) |
FEATS | Great Weapon Master, Sentinel, Polearm Master |
5. Devout Smiting
The Paladin, a more combat-effective combination of the Cleric and the Fighter, is unquestionably one of the more adaptable healer-tank hybrids available in Baldur’s Gate 3 gameplay. In addition to a Fighting Style that diversifies their general combat playstyle, the Devout Smiting Paladin already has access to emergency healing (Lay on Hands) and an advantage on attack rolls against specific creature kinds (Divine Sense) at lower levels.
The Devotion Paladin has access to a variety of common healing and support spells, but they may also use Sacred Weapons, Turn the Undead, and Holy Rebuke to harm allies while increasing the likelihood that their weapon strikes will hit targets. Devout Smiting’s access to a number of Smites that can burn (Searing), push (Thunderous), frighten (Wrathful), mark (Branding), and blind (Blinding) opponents may be its greatest strength.
Devout Smiting Base Stats
AT LEVEL 1-4 | |
CLASS, SUBCLASS | Devotion Paladin |
ABILITIES, SAVES | 14 STR, 10 DEX, 10 CON, 13 WIS (Save Throw), 9 INT, 16 CHA (Save Throw) |
PROFICIENCIES | Armour (Light, Medium, Heavy), Shield, Weapons (Simple, Martial), Athletics (STR), Persuasion (CHA) |
CANTRIPS, SPELLS | Lv1 (Protection From Evil And Good, Sanctuary, Bless, Cure Wounds, Searing Smite, Thunderous Smite), Lv2 (Aid, Lesser Restoration) |
FEATURES | Lay On Hands, Divine Sense, Divine Smite, Channel Oath (Holy Rebuke, Sacred Weapon, Turn the Unholy) |
FEATS | Sentinel, Polearm Master, Magic Initiate: Sorcerer/Bard, Charger |
4. Valorous Bard
The Valorous Bard and its gameplay in Baldur’s Gate 3 can be regarded as one of the most balanced builds in the RPG, despite the fact that the Bard of Dungeons & Dragons is not recognized for being particularly combat-efficient. According to the College of Valor, the Valorous Bard initially appears to not give much beyond the benefits already available to Bards, such as Bardic Inspiration, Song of Rest, and a sizable number of Skill Proficiencies.
The Valorous Bard offers sufficient combat incentives, nonetheless, to increase the Class’ survivability without compromising their utility specialties. For those who need it, fighting Inspiration turns regular Bardic Inspiration into a fighting benefit, whereas the additional Proficiencies (Shield, Medium Armor, Martial Weapons) greatly increase their destructive power.
Valorous Bard Base Stats
AT LEVEL 1-4 | |
CLASS, SUBCLASS | College of Valor Bard |
ABILITIES, SAVES | 14/13 STR, 13/14 DEX (Save Throw), 10 CON, 10 WIS, 9 INT, 16 CHA (Save Throw) |
PROFICIENCIES | Armour (Light), Weapons (Simple), Hand Crossbow, Longsword, Shortsword, Rapier, Musical Instrument, Persuasion (CHA), Intimidation (CHA), Perception (WIS) |
CANTRIPS, SPELLS | Cantrips (True Strike, Vicious Mockery, Minor Illusion), Lv1 (Cure Wounds, Healing Word, Thunderwave, Speak With Animals, Bane), Lv2 (Detect Thoughts, Lesser Restoration, Shatter, Silence) |
FEATURES | Bardic Inspiration, Song of Rest, Jack of All Trades, Expertise |
FEATS | Magic Initiate: Sorcerer/Warlock, Dual Wielder, Sharpshooter, Skilled |
3. Fireball Galore
Due to their reputation as “kill it with fire” spellcasters, wizards in Dungeons & Dragons are notorious. This is especially true with Fireball Galore, which uses the character Gale from Baldur’s Gate 3 to become an Evocation Wizard. The Wizard’s preferred subclass grants them access to more potent spells, with early-game Cantrips like Fire Bolt, Ray of Frost, and Acid Splash becoming essential for defeating the majority of low-level opponents.
The multi-targeting Magic Missile (1st Level Evocation), the surface-creating Chromatic Orb (1st Level Evocation), and the scorching Ray (2nd Level Evocation) are all excellent early replacements for the much-lauded higher-level Fireball.
Fireball Galore Base Stats
AT LEVEL 1-4 | |
CLASS, SUBCLASS | Evocation Wizard |
ABILITIES, SAVES | 10 STR, 10 DEX, 14 CON, 13 WIS (Save Throw), 16 INT (Save Throw), 9 CHA |
PROFICIENCIES | Dagger, Quarterstaff, Light Crossbow, Investigation (INT), Perception (WIS) |
CANTRIPS, SPELLS | Cantrips (Fire Bolt, Mage Hand, Minor Illusion, True Strike), Lv1 (Magic Missile, Chromatic Orb, Burning Hands, Feather Fall, Thunderwave), Lv2 (Scorching Ray, Shatter, Flaming Sphere), Lv3 (Fireball) |
FEATURES | Arcane Recovery, Sculpt Spells, Evocation Savant |
FEATS | Magic Initiate: Wizard, War Caster, Ritual Caster, Lightly Armoured |
2. Hunter Extraordinaire
With more fighting passives and simpler Maneuvers, Hunter Extraordinaire gives Baldur’s Gate 3 gameplay a Battle Master Fighter counterpart. The Hunter Subclass of the Ranger concentrates on dispatching their prey with the greatest efficiency. Rangers start out with Natural Explorer, which grants them access to pets (Beast Tamer), different Resistances (Wasteland Wanderer), and tracking abilities (Urban Tracker).
The Hunter Extraordinaire excels because of its easy access to prey. They can either instantly block a melee attack (Giant Killer) or deal 1d8 damage to a target that has less health than their maximum (Colossus Slayer, Horde Breaker, or Giant Killer).
Hunter Extraordinaire Base Stats
AT LEVEL 1-4 | |
CLASS, SUBCLASS | Hunter Ranger |
ABILITIES, SAVES | 16/14 STR (Save Throw), 14/16 DEX (Save Throw), 10 CON, 13 WIS, 9 INT, 10 CHA |
PROFICIENCIES | Armour (Light, Medium), Shield, Weapons (Simple, Martial), Athletics (STR), Stealth (DEX), Survival (WIS) |
CANTRIPS, SPELLS | Cantrips (True Strike), Lv1 (Goodberry, Cure Wounds, Ensnaring Strike, Fog Cloud), Lv2 (Lesser Restoration, Pass Without Trace, Silence, Spike Growth) |
FEATURES | Favoured Enemy (Mage Breaker, Ranger Knight), Hunter’s Prey (Colossus Slayer, Horde Breaker, Giant Killer), Natural Explorer (Wasteland Wanderer, Beast Tamer), Fighting Style (Archery, Duelling) |
FEATS | Magic Initiate – Cleric, Sharpshooter, Dual Wielder, Dungeon Delver |
1. Eldritch Knight Versatility
The Eldritch Knight Versatility construct is a good option for players who wish to take advantage of the most character versatility possible in Baldur’s Gate 3. Eldritch Knight Versatility was developed with a hardline tank like Lae’zel in mind. It takes advantage of how the Eldritch Knight strikes a balance between the innate spellcasting of the Wizard and the survivability of the Fighter.
Securing the appropriate kinds of spells that enable the Eldritch Knight to support both melee and ranged combat settings is essential to this construction. The multi-target Magic Missile (1st-Level) should be secured by the Eldritch Knight first for optimum effectiveness before moving on to other spells the local Wizard lacks. Due to the absence of AOE alternatives for Eldritch Knights, spells like Scorching Ray and Shatter (all second-level), as well as Chromatic Orb and Thunderwave (both first-level), may offer good all-around options.
Eldritch Knight Versatility Base Stats
AT LEVEL 1-4 | |
CLASS, SUBCLASS | Eldritch Knight Fighter |
ABILITIES, SAVES | 16/14/13 STR (Save Throw), 16/14/13 DEX, 10 CON (Save Throw), 10 WIS, 14/16 INT, 9 CHA |
PROFICIENCIES | Armour (Light, Medium, Heavy), Shield, Weapons (Simple, Martial), Athletics (STR), Survival (WIS) |
CANTRIPS, SPELLS | Cantrips (True Strike, Fire Bolt, Minor Illusion, Mage Hand), Lv1 (Magic Missile, Thunderwave, Chromatic Orb), Lv2 (Scorching Ray, Shatter) |
FEATURES | Protection, Great Weapon Fighting (Fighting Style), Second Wind, Action Surge, Weapon Bond |
FEATS | Magic Initiate: Wizard/Sorcerer, Great Weapon Master, Sentinel, Polearm Master, Tavern Brawler |