A | B | C | D | E | F | G | H | I | J | K | |
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1 | Party Building Templates | ||||||||||
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5 | Format and font inspired by u/Cayxx Created with the help of numerous members of the bg3builds community | ||||||||||
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9 | Important Info: | Extremely Powerful | |||||||||
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12 | You can easily clear the vanilla game (including Honor Mode!) with any party; thematic or synergistic parties are fun, but not needed | ||||||||||
13 | Powerful | ||||||||||
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16 | Each party contains 4 recommended builds, but the individual builds can usually be swapped for others | ||||||||||
17 | Thematic | ||||||||||
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20 | Treat these as guidelines, not as gospel; the same synergy can be achieved with other builds | ||||||||||
21 | Update Log: - 1/10/24; added Get Down! - 1/12/24; added Necros & Nature Guardians - 4/29/24; added Wither's Cheaters and minor edits | ||||||||||
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24 | Contact me (ethan) on discord or reddit with specific questions, or if you have a party you think should be here | ||||||||||
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28 | discord: ethanjew reddit: Prestigious_Juice341 | ||||||||||
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A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | |
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1 | Extremely Powerful | ||||||||||||||||||
2 | Parties in this category are exceptionally synergistic and powerful; you will trivialize the vanilla game and easily tackle even the hardest modded playthroughs. | ||||||||||||||||||
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4 | Fire Cleave🔥 | 11/1 Fire Sorlock | 11/1 Volley Hunter | 12 Deadshot Champion | 6/6 Light/Sorc Support | ||||||||||||||
5 | 11 Red Draconic Sorcerer | 11 Hunter Ranger | 12 Champion Fighter | 6 Light Cleric | |||||||||||||||
6 | Play around mechancics related to Fire damage, such as Heat, Combustion Oil and Arsonist's Oil. | 1 Fiend Warlock | 1 War Cleric | 6 Red Draconic Sorcerer | |||||||||||||||
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10 | - hyper offensive playstyle; based around ending the majority of encounters in 1 turn | - party carry | - Combustion Oil applier | - Arsonist's Oil applier | - party support | ||||||||||||||
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13 | - synchronize initiative across all 4 party members using gear, DEX score, Alert (feat) and Elixir of Vigilance | - make use of Hat of Fire Acuity giving you +10 to spell attack rolls and spell save DC | - use Volley and/or Arrow of Many Targets to apply Combustion Oil to every possible target | - Black Hole user (if you go illithid route) | - use Phalar Aluve for Melody: Sing | ||||||||||||||
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16 | - aim to all go first: Support sets up Attack Roll bonuses for entire team, Archers setup both Oil buffs, and group enemies with Black Hole | - deal massive damage with buffed Fireball and Scorching Ray | - try to stack attack roll bonuses | - use Action Surge and apply Arsonist's Oil to all Fire-resistant targets | - maintain Bless with Whispering Promise or the spell | ||||||||||||||
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19 | - Fire Sorlock spams upcasted Fireball + Heat Convergence to kill everything, use control spells if needed | - disable and group as many enemies as possible with Command | - use Titanstring Bow + STR Elixir | - use Deadshot to avoid needing attack roll bonuses | - fill in remaining actions with Fire damage spells | ||||||||||||||
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22 | - clean up with Scorching Ray from Fire Sorlock & Support, and consumable arrows from Archers | - stack as many damage riders, DC bonuses, and Fire damage bonuses as possible | - make use of standard DEX striker gear | - make use of crit range gear | - make use of support and excess caster gear | ||||||||||||||
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26 | - by Ethan, Xgatt | - standard sorc 1-6, online at level 7 - go Sorc 6 -> 1 Warlock -> Sorc 5 | - standard hunter 1-11, use arrow of many targets pre-volley | - play dual HCBs until deadshot - can be subbed for 6/4/2 Swords Bard | - go Cleric 5 -> Sorc 6 -> Cleric 1 | ||||||||||||||
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30 | Storm Cleave⛈️ | 6/6 Sorcadin | 10/2 Storm Sorcerer | 11/1 Storm Evoker | 8/4 TB OH Monk | ||||||||||||||
31 | 6 Vengeance Paladin | 10 Storm Sorcerer | 11 Evocation Wizard | 8 Open Hand Monk | |||||||||||||||
32 | Play around the Wet condition and Lightning damage. | 6 Storm Sorcerer | 2 Tempest Cleric | 1 Sorcerer | 4 Thief Rogue | ||||||||||||||
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36 | - offensive playstyle; based around using Wet to kill enemies | - flexible frontliner | - late game carry | - party support | - early game carry | ||||||||||||||
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39 | - emphasizes a plug-and-play playstyle, no need for set up outside of applying Wet | - make use of Helmet of Arcane Acuity and prioritize control | - primary striker of the party, do not use control spells, stick to damage | - Black Hole user (if you go illithid route) | - use STR elixirs to manage demand for multiple stats | ||||||||||||||
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42 | - Sorcadin, Monk(throwing) or Storm Sorc set up Wet | - aim to enable your primary casters with control spells | - twin haste yourself and the Evoker or Sorcadin | - when damage is needed, cast spells like Cone of Cold or Chain Lightning | - early game, carry your weak casters to level 5 | ||||||||||||||
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45 | - nuke everything with Chain Lightning & Call Lightning from the 3 casters | - play as melee or caster as needed | - make use of Markoheshkir and non-DC caster gear, like Helldusk Armour | - focus on casting necessary support or utility spells | - mid/late game, use your control to setup the Sorcadin and Casters | ||||||||||||||
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48 | - requires lots of long resting | - run 2H GWM, it will help the parties somewhat weak early game and scales well into late game | - use Dual Wielder to also wield Staff of Spellpower | - make use of support and excess caster gear | - zero gear overlap due to Monk exclusive gear | ||||||||||||||
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52 | - by Ethan | - go 6 Pal -> 6 Sorc, don't respec to Sorc first to keep heavy armour prof. | - level to 12 Sorc then respec and go Cleric 2 -> Sorcerer 10 - (cleric first is intentional here) | - respec at 12, go Sorc 1 -> Wiz 11 to get CON save prof - can sub in another Sorc if you want | - go Monk 6 -> Thief 4 -> Monk 2 | ||||||||||||||
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56 | Lights Out🥷 | 10/2 SSB | 11/1 Raven Master | 6/4/2 Shadow Striker | 10/2 Sorlock | ||||||||||||||
57 | 10 Swords Bard | 11 Beast Master Ranger | 6 Shadow Monk | 10 Bronze Draconic Sorcerer | |||||||||||||||
58 | Play around Darkness, Hunger of Hadar and Fog Cloud. | 2 Vengeance Paladin | 1 War Cleric | 4 Thief Rogue | 2 Warlock | ||||||||||||||
59 | 2 Warlock | ||||||||||||||||||
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62 | - defensive playstyle; based around using Darkness and similar area denial spells to hide in plain sight | - mid-late game carry | - Darkness set up | - early game carry | - flexible caster/striker | ||||||||||||||
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65 | - each party member can see and act inside area denial spells, enemies face disadvantage if they try | - make use of Helmet of Arcane Acuity and prioritize Command: Approach | - early game, set up Darkness with Arrow of Darkness spam | - go unarmed - use STR elixirs and take TB | - twin haste your primary damage dealers, the Monk and SSB | ||||||||||||||
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68 | - set up lots of area denial ASAP, either through spells, consumable arrows, or items | - drop Hunger of Hadar, fight inside it and Command enemies into it | - late game, set up Darkness with Raven (lvl 11) | - early game, play just like OH Monk - late game, leverage your mobility and flexibility to nuke key targets | - use utility spells (Fog Cloud) as needed - fill other actions with EB spam | ||||||||||||||
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71 | - either use the area denial as cover, or force enemies to fight you inside it using control spells - retreat to the safety of the area denial after your actions | - cleave through anything that comes near you with Slashing Flourish + Smite | - use Deadshot to avoid needing attack roll bonuses - make use of crit range gear | - make use of Helmet of Grit due to relative safety - no gear overlap | - make use of caster and cantrip gear | ||||||||||||||
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74 | - online by act 2 | - use Shar's Spear of Evening for blind immunity | - use Eversight Ring for blind immunity | - use Devil's Sight for blind immunity | - use Devil's Sight for blind immunity | ||||||||||||||
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78 | - by Ethan - name by cave | - go 6 Swords Bard -> 2 Paladin -> 4 Swords Bard | - standard Ranger gameplay outside of Darkness set up | - go Monk 6 -> 2 Warlock -> 4 Thief - can play OH if you want | - go 5 Sorcerer -> 2 Warlock -> 5 Sorcerer | ||||||||||||||
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A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | |
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1 | Powerful | ||||||||||||||||||
2 | Parties in this category have strong synergy and a shared playstyle. You will have no problems with the vanilla game, but might struggle on tough modded runs. | ||||||||||||||||||
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4 | Alpha Strike🗡️ | 5/4/3 Gloomstalker | 6/4/2 SSB | 11/1 EK TB Throw | 6/4/2 4E TB Monk | ||||||||||||||
5 | 5 Gloomstalker Ranger | 6 Swords Bard | 11 EK Fighter | 6 Four Elements Monk | |||||||||||||||
6 | Play around Action Surge and high burst damage. | 4 Champion Fighter | 4 Assassin Rogue | 1 War Cleric | 4 Thief Rogue | ||||||||||||||
7 | 3 Assassin Rogue | 2 Paladin | 2 Fighter | ||||||||||||||||
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10 | - hyper offensive playstyle; based around ending the majority of encounters in 1 turn | - all-in burst martial | - all-in variant of SSB | - higher burst TB Throw | - all-in variant of TB Monk | ||||||||||||||
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13 | - synchronize initiative across all 4 party members using gear, DEX score, Alert (feat) and Elixir of Vigilance | - pop action surge and spam consumable arrows at anything in range | - use auto-crit Slashing Flourish + Smite to vaporize everything in range | - pop action surge and throw sharp things at enemies | - spam Fangs of the Fire Snake with actions and Flurry of Blows with bonus actions | ||||||||||||||
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16 | - aim to all go first and surprise enemies if possible - all use Action Surge and kill everything as fast as possible | - prioritize arrows of many targets or arrows of slaying for max damage | - use bonus action on Speed Potion | - use War Cleric charges only if extra damage is needed | - go TB and make use of STR elixirs all game | ||||||||||||||
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19 | - largely based around short rests, does not require many long rests; very good for speedrunning | - no iniative gear required, go for high natural DEX and use Bloodlust Elixir | - make use of Diadem of Arcane Synergy and other standard damage riders | - make use of standard STR thrower gear | - if your other party members have unused weapon coatings, Arsonists Oil will help you | ||||||||||||||
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22 | - requires meta knowledge of encounters to fully utilize assassin - do not use this in a first run | - make use of standard DEX striker gear | - wear DEX gloves and 1 initiative piece | - make sure to take Alert for initiative | - make use of identical items to TB OH Monk - wear 1 initiative piece | ||||||||||||||
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26 | - by Ethan | - go 5 Ranger -> 4 Fighter -> 3 Rogue | - go 6 Bard -> 2 Paladin -> 4 Rogue | - go 11 Fighter -> 1 Cleric | - go 6 Monk -> 4 Rogue -> 2 Fighter - can play OH if you dont like 4E | ||||||||||||||
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30 | Bhaalists🩸 | 10/2 SSB | 5/4/3 TB Thiefzerker | 12 BM Fighter | 6/6 Divinator | ||||||||||||||
31 | 10 Swords Bard | 5 Berserker Barbarian | 12 Battlemaster Fighter | 6 Storm Sorcerer | |||||||||||||||
32 | Play around mechanics related to Piercing damage, such as Bhaalist Armour. | 2 Vengeance Paladin | 4 EK/Champion Fighter | 6 Divination Wizard | |||||||||||||||
33 | 3 Thief Rogue | ||||||||||||||||||
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36 | - offensive playstyle; based around the late game synergy of Piercing damage and Bhaal-related items | - mid-late game carry | - early game carry | - Bloodthirst applier - early game carry | - party support | ||||||||||||||
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39 | - extremely late game party, compensated by taking early-mid game carries | - make use of Helmet of Arcane Acuity and prioritize Command: Approach | - use Enraged Throw to instantly prone enemies without a save | - use dual xbows - take xbow master (feat) late game | - incredibly flexible, low DPR support | ||||||||||||||
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42 | - setup Piercing vulnerability with Bhaalist Armour or Bloodthirst, and nuke targets as a group | - cleave through anything that comes near you with Slashing Flourish + Smite | - use STR elixirs the entire game, keep DEX and CON high | - use ranged manuvers to provide control and utility for your team | - aim to enable team mates with portent dice, item buffs (Phalar Aluve) and twin haste on SSB and TB Throw | ||||||||||||||
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45 | - move key items from your early carries (TB Throw and BM Fighter) to SSB as you approach late game, SSB will solo carry | - use Shar's Spear of Evening + GWM to deal tons of Piercing damage | - carry SSB and your caster through the early game - easily clear 400 DPR late game | - use Bloodthirst to setup piercing vulnerability for your SSB and TB Throw | - use flex spells from wizard spell list, such as summons, for additional support | ||||||||||||||
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48 | - generally best for modded runs that don't have a clear plan late game | - use Hold Person & Monster to set up auto-crits and outright oneshot most enemies | - make use of standard STR thrower gear | - make use of standard DEX striker and crit range gear | - make use of standard caster and support gear | ||||||||||||||
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52 | - by Ethan - inspired by ptd94 | - go 6 Bard -> 2 Paladin -> 4 Bard | - go 5 Barbarian -> 3 Rogue -> 4 Fighter | - also strong candidate for melee bhaalist | - go 6 Sorcerer -> 6 Wizard - INT primary | ||||||||||||||
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56 | Balanced Defence🛡️ | 10/1/1 Swords Bard | 7/5 Sorcadin | 12 Radorb Life Cleric | 9/3 TB OH Monk | ||||||||||||||
57 | 10 Swords Bard | 7 Ancients Paladin | 12 Life Cleric | 9 Open Hand Monk | |||||||||||||||
58 | Play around control and exceptional defence. | 1 Fighter | 5 Draconic(any) Sorcerer | 3 Thief Rogue | |||||||||||||||
59 | 1 Wizard | ||||||||||||||||||
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62 | - hyper defensive playstyle; based around controlling and disabling enemies, and slowly killing them off | - all-purpose control martial | - all-purpose anchor | - Radiating Orb applier - party support | - all-purpose martial | ||||||||||||||
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65 | - zero planning or set up needed, super plug-and-play party | - make use of Helmet of Arcane Acuity and prioritize Command | - use heavy armor, Shield(spell), Protection Aura and Aura of Warding to become virtually unkillable | - maintain Bless with AOE heal + Whispering Promise | - primary sustained damage dealer | ||||||||||||||
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68 | - focus on controlling or at least disabling enemies with your super flexible, control heavy party | - use concentration slots on Hold Person, Hold Monster or Confusion | - control enemies with metamagic boosted spells (Extended or Heightened) | - maintain Blade Ward with AOE heal + Hellrider's Pride | - control enemies with Stunning Strike, Topple and Stagger | ||||||||||||||
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71 | - tons of durability on each party member, full wipes are almost impossible | - use Slashing Flourish or Arrow of Many Targets to build Acuity stacks, follow up with control spells | - run GWM + the strongest available two-hander | - use standard Radorb gear like Luminous Armour | - use STR elixirs to manage heavy demand for ability scores | ||||||||||||||
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74 | - good for newer players or "blind" honor runs | - use standard DEX striker gear - Titanstring Bow is ideal for late game damage | - make use of standard STR striker gear | - make use of caster and support gear, including Phalar Aluve | - make use of Monk exclusive gear | ||||||||||||||
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78 | - by Ethan | - go 6 Swords Bard -> 1 Fighter -> 1 Wizard -> 4 Swords Bard | - go 5 Paladin -> 5 Sorcerer -> 2 Paladin - Sorc start works too | - 6 Monk -> 3 Rogue -> 3 Monk | |||||||||||||||
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82 | Balanced Offence⚔️ | 11/1 Fire Sorlock | 5/4/3 TB Thiefzerker | 10/2 Deadshot Bard | 10/2 TB Moon Druid | ||||||||||||||
83 | 11 Red Draconic Sorcerer | 5 Berserker Barbarian | 10 Swords Bard | 10 Moon Druid | |||||||||||||||
84 | Play around strong sustained damage. | 1 Fiend Warlock | 4 EK/Champion Fighter | 2 Fighter | 2 Fighter | ||||||||||||||
85 | 3 Thief Rogue | ||||||||||||||||||
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88 | - offensive playstyle; based on overwhelming enemies with high sustained damage and action economy | - control/damage caster | - sustained damage martial | - sustained damage martial | - sustained damage martial | ||||||||||||||
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91 | - zero planning or set up needed, super plug-and-play party | - make use of Hat of Fire Acuity giving you +10 to spell attack rolls and spell save DC | - use Enraged Throw to instantly prone enemies without a save | - spam Slashing Flourish or consumable arrows | - take Tavern Brawler and stick to "unarmed" wild shapes | ||||||||||||||
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94 | - use your Sorlock to disable dangerous enemies, kill everything else right away | - deal massive damage with buffed Scorching Ray - twin haste the Thiefzerker or Bard | - use STR elixirs the entire game, keep DEX and CON high | - stack DEX and use Deadshot once avalible | - Owlbear for early-mid game - Earth Myrmidon for late game | ||||||||||||||
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97 | - each party member should focus on dealing damage whenever possible, use control and utility only when absolutely needed | - disable and group as many enemies as possible with Command | - carry your Sorlock through the first few levels of the game | - try to stick to dealing damage whenever possible, use utility or control in rare cases | - use Bloodlust Elixir, STR elixir is not useful here | ||||||||||||||
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100 | - good for newer players or "blind" honor runs | - stack as many damage riders, DC bonuses, and Fire damage bonuses as possible | - make use of standard STR thrower gear | - make use of standard DEX striker gear | - make use of wildshape specific gear and nothing else | ||||||||||||||
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104 | - by Ethan | - standard sorc 1-6, online at level 7 - go Sorc 6 -> 1 Warlock -> Sorc 5 | - go 5 Barbarian -> 3 Rogue -> 4 Fighter | - go 6 Bard -> 2 Fighter -> 4 Bard | - go 10 Druid -> 2 Fighter | ||||||||||||||
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108 | Mindbreakers🧠 | 12 DW Oathbreaker | 6/6 Lorecerer | 11/1 ABJ Wizard | 12 GOO Bladelock | ||||||||||||||
109 | 12 Oathbreaker Paladin | 6 Lore Bard | 1 White Draconic Sorcerer | 12 Great Old One Bladelock | |||||||||||||||
110 | Play around mechancics related to Psychic Damage, such as Resonance Stone. | 6 Draconic(any) Sorcerer | 11 Abjuration Wizard | ||||||||||||||||
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114 | - offensive playstyle; based around abusing the AOE Psychic vulnerability applied by Resonance Stone | - party carry | - damage caster | - Resonance Stone carrier | - flex spellsword | ||||||||||||||
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117 | - move your unkillable 11/1 ABJ Wiz in the middle of a bunch of enemies, kill them all with your Paladin/Lock/Lorecerer | - use Shadow Blade Ring to get a shadow blade, use it in main hand | - spam high damage Psychic spells like Dissonant Whispers | - upcast Armour of Agathys to the highest avalible spell level - maintain high Arcane Ward stacks | - try to go Githyanki and make use of Psychic damage two-handers | ||||||||||||||
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120 | - insane synergy with illithid powers, try to use this on runs with multiple half-illithid characters | - stack CHA to 22/24 and add it to each attack with riders, each will "inherit" Psychic damage type | - try to use concentraion slot on twinned haste if control is not needed | - setup supportive buffs (like Phalar Aluve), follow up with Abjuration spells like Glyph of Warding | - play like a spellsword - use utility spells to set up your primary damage dealers | ||||||||||||||
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123 | - very strong linear progression due to multiple strong early/late classes | - use Diadem, Dueller (offhand), AoH, SC Ring, LotM and STR elixirs | - use control and area denial spells as needed, including those from Magical Secrets | - position to get as many enemies as possible in Phalar/Resonance Stone aura | - take GWM and use any extra attack roll gear | ||||||||||||||
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126 | - minimal set up, super plug and play comp - no major game knowledge required | - make use of standard DW striker gear | - make use of standard DC caster gear | - make use of low AC armor and support items | - make use of standard STR striker gear, but stack CHA | ||||||||||||||
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130 | - by Ethan - name by alcaras | - go 6 Sorcerer -> 6 Bard - can play Storm instead of Draconic, mostly irrelevant to this build | - go 5 Wizard -> 1 Sorcerer -> 6 Wizard - respec and take Sorcerer first | - can be subbed for any psychic damage dealing martial, like TB OH Monk | |||||||||||||||
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134 | Ice Ice Baby🧊 | 6/6 Sorcadin | 5/4/3 TB Thiefzerker | 10/2 Storm Sorlock | 12 BM Fighter | ||||||||||||||
135 | 6 Devotion/Vengeance Paladin | 5 Berserker Barbarian | 10 Storm Sorcerer | 12 Battle Master Fighter | |||||||||||||||
136 | Play around the Wet condition, Cold damage, and interactions with ice fields and terrain. | 6 White Draconic Sorcerer | 4 EK/Champion Fighter | 2 Fiend Warlock | |||||||||||||||
137 | 3 Thief Rogue | ||||||||||||||||||
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140 | - defensive playstyle; based around using Wet to deal high damage and create difficult terrain that causes enemies to fall prone and skip their turns | - sole frontliner, primary ice field enabler | - prone + ice abuse, early game carry | - consistent DPR Repelling Blast spam | - secondary ice field enabler | ||||||||||||||
141 | |||||||||||||||||||
142 | |||||||||||||||||||
143 | - control wide areas via the use of spells, consumables (Arrow of Ice), or items | - make use of Snowburst Ring + Cold (Ray of Frost, Drakethroat Glaive, Flail of Ages) to set up ice fields | - use Enraged Throw to instantly prone enemies on hit or throw extra water bottles to set up ice fields | - use Repelling Blast to push enemies further into the ice | - make use of consumable Arrows of Ice to help set ice fields | ||||||||||||||
144 | |||||||||||||||||||
145 | |||||||||||||||||||
146 | - Sorlock and Thiefzerker (throwing) set up Wet, other party members abuse Wet for massive damage and control | - make use of Helmet of Arcane Acuity to boost the DC of your ice fields | - make use of Shar's Spear of Evening (EK) or Nyrulna (Champion) for massive damage | - has access to Quickened Spell + Create Water + Cold spells to help set up Wet for ice fields | - use Action Surge on turn 1 to enable the ice rink sooner (high DEX = you will likely be first) | ||||||||||||||
147 | |||||||||||||||||||
148 | |||||||||||||||||||
149 | - consistently online as early as act 2 (Snowburst Ring in the Last Light Inn), but sooner if you rely on water + Cold damage | - use Haste on self for extra Ray of Frost actions, twinned Haste target is flexible depending on situation | - if willing to play around awkward ranges, make use of Bhaalist Armour for even more damage | - has a secondary Lightning mode if you want to end encounters quicker and don't need "control" | - use ranged BM maneuvers to push and fear enemies in and out of the ice fields | ||||||||||||||
150 | |||||||||||||||||||
151 | |||||||||||||||||||
152 | - see this comment for alternative playstyle and gearing | - make use of Disintegrating Night Walkers to avoid slipping on ice, as this build will be in melee | - make use of standard STR thrower equipment, zero overlap with other party members | - make use of Dual Wielder alongside Markoheshkir and Staff of Spellpower, equip with typical "caster" gear | - make use of standard DEX striker gear | ||||||||||||||
153 | |||||||||||||||||||
154 | |||||||||||||||||||
155 | |||||||||||||||||||
156 | - by Jevin the Paladin | - go 6 Paladin -> 6 Sorc | - go 5 Barbarian -> 3 Rogue -> 4 Fighter | - go 6 Sorcerer -> 2 Warlock -> 4 Sorcerer - could start 2 Warlock for EB sooner | |||||||||||||||
157 | |||||||||||||||||||
158 | |||||||||||||||||||
159 | |||||||||||||||||||
160 | Necros💀 | 11/1 Spore Druid | 7/5 Lockadin | 6/6 War Necromancer | 8/4 Elkheart Barbarian | ||||||||||||||
161 | 11 Spore Druid | 7 Oathbreaker Paladin | 6 War Cleric | 8 Wildheart Barbarian | |||||||||||||||
162 | Build a necromancer army and cast from the other side of your buffed wall of flesh | 1 War Cleric | 5 GOO Warlock | 6 Necromancer Wizard | 4 Battlemaster Fighter | ||||||||||||||
163 | |||||||||||||||||||
164 | |||||||||||||||||||
165 | |||||||||||||||||||
166 | - This party goes all in on action economy, you will have dozens of actions a round, outstripping your opponents and overwhelming them. | - Summoner/Terrain Controller | - Thunder DPS Frontliner with lots of passive aura buffs for summons | - lots of unlimited buffs | - Bleed/Reverb to debuff saves - prone/maim for control/advantage | ||||||||||||||
167 | |||||||||||||||||||
168 | |||||||||||||||||||
169 | - Maximizes unlimited (in terms of recipients in an AOE) buffs to turn summons into substantial combat resources stacking damage, resistances, and more. | - Use shillelagh early and then Staff of Cherished Necromancy later to abuse powerful necromancy spells | - Get Hamarhaft and Ring of Spiteful Thunder and jump to the wake of of the Barbarian's charge for Daze. | - maintain Bless & Blade ward with Aid + Whispering Promise & Hell Rider's Pride. Aid is only undead heal | - Equip the Helldusk Gloves and Risky Ring and Primal Stampede w/ Boots of Stormy Clamor for prone+bleed | ||||||||||||||
170 | |||||||||||||||||||
171 | |||||||||||||||||||
172 | - This party debuffs saving throws, (CON,STR,DEX,WIS) making acuity less important than in other setups. Get used to checking condition immunities. | - Late game Armour of the Sporekeeper and Heroes' Feast are essential to maximize party buffs. | - Use Diadem of Arcane Synergy, Gloves of Belligerant Skies, and the Disintegrating Night Walkers | - Circle of Bones, Abyss Beckoners, and Infernal Rapier can save you some Aid spell slots if you manage them. | - Sets up the action surge to do it again and now maim with Wolverine Aspect and cancel turns. | ||||||||||||||
173 | |||||||||||||||||||
174 | |||||||||||||||||||
175 | - Three notes about undead: 1) Ungrouping and leaving them somewhere is heavily advised in areas where they are unwelcome or that are hard to navigate. | - Command: Flee from War Cleric will reaction attacks to all engaged summons with Band of MS | - Farm and use Strength Elixirs until Pact of the Blade let's you go SAD. Prioritize Alert and Savage Attacker | - Frontline w/ heavy armor and Phalar Aluve (Shriek) and concentrate on Crusaders Mantle | - Alert should be first feat, and look for iniative gear. You want to go before the Lockadin to set up daze. | ||||||||||||||
176 | |||||||||||||||||||
177 | |||||||||||||||||||
178 | 2) Woodland animal corpses and rats can be carried around in a bag to make zombies. 3) Undead must have a weapon to benefit from Aura of Hate. Skeletons do, Zombies & Ghouls no. | - Recommended summons in addition to zombies and ghouls: Dryad, Mud Mephit, Azer, Myrmidons | - Daze gives disadvantage on the save for Command: Flee. Control Undead on strong undead weapon users. | - Most of your spell slots are Command/Aid/summons, so dump INT and use headband. | - Commander's Strike can give an attack to a summon, distracting strike gives advantage to allies. | ||||||||||||||
179 | |||||||||||||||||||
180 | |||||||||||||||||||
181 | |||||||||||||||||||
182 | - by u/hearthebeard | - go 11 Druid -> 1 Cleric | - go 7 Paladin -> 5 Warlock | - go 4 Cleric -> 6 Necromancer -> 2 Cleric | - go 8 Barbarian -> 4 Fighter | ||||||||||||||
183 | |||||||||||||||||||
184 | |||||||||||||||||||
185 | |||||||||||||||||||
186 | Withers' Cheaters🎲 | 10/2 SSB | Arcane Controller | The Enlightened One | Devil's Tongue | ||||||||||||||
187 | 10 Swords Bard | 8 Divinition Wizard | 11 Light Domain Cleric | 10 College of Lore Bard | |||||||||||||||
188 | Play around Crowd Control and damage avoidance via class features like Cutting Words, Portent Dice and Warding Flare. | 2 Paladin | 4 Storm Sorcerer | 1 Storm Sorcerer | 2 Fiend Warlock | ||||||||||||||
189 | |||||||||||||||||||
190 | |||||||||||||||||||
191 | |||||||||||||||||||
192 | - hyper defensive playstyle, based around controlling enemies and avoiding incoming damage | - Party Carry - Item Funnel | - AOE Controller | - Radorb/Reverb applier | - Support & Face | ||||||||||||||
193 | |||||||||||||||||||
194 | |||||||||||||||||||
195 | - extremely durable; requires no setup, very little consumables and very few long rests | - Nuke enemies with high-rolled smites & slashing flourishes | - Use portent to succeed saving throws and make enemies fail theirs | - Use Imp. Warding Flare to stop damage | - Use Cutting Words to avoid damage | ||||||||||||||
196 | |||||||||||||||||||
197 | |||||||||||||||||||
198 | - massive powerspike at level 6, get all major damage denying class features (on short rest) | - Recover resources on short rest and do it all over again | - Disable enemies with Hyponotic Pattern, Sleet Storm and Blindness - Group with Blackhole if availible | - Spread Radorb and Reverb to enemies with Spirit Gaurdians | - Buff allies; trap(HoH), debuff and displace enemies | ||||||||||||||
199 | |||||||||||||||||||
200 | |||||||||||||||||||
201 | - fairly difficult early game, make use of strong caster options like cloud of daggers | Alternative Carries: 11/1 GWM BM Fighter War Cleric 11/1 GWM Hunter War Cleric | - Burst with high level necromancy spells | - Burst with Scorching Ray , Lightning Radiance and Fireball | - Provide an extra short rest | ||||||||||||||
202 | |||||||||||||||||||
203 | |||||||||||||||||||
204 | - extremely popup intensive | - Use melee/spellsword gear; Diadem, BMS, Bhaalist Armor and Shar's Spear | - Stack Spell DC Gear | - Use Phalar Aluve and Radorb/Reverb gear | - Use Spineshudder Amulet and typical support gear | ||||||||||||||
205 | |||||||||||||||||||
206 | |||||||||||||||||||
207 | |||||||||||||||||||
208 | - by cave (c4b) - u/c4b-bg3 | - go 6 Swords Bard -> 2 Paladin -> 4 Swords Bard | - go 6 Wizard, respec to Sorcerer 1 -> Wizard 8 -> Sorcerer 3 | - go 6 Cleric, respec to Sorcerer 1 -> Cleric 11 | - go 6 Bard -> 2 Warlock -> 4 Bard | ||||||||||||||
209 | |||||||||||||||||||
210 |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | |
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1 | Thematic | ||||||||||||||||||
2 | Parties in this category are thematic, but not mechanically synergistic. They are all perfectly viable for vanilla, but wont be ideal for modded runs. | ||||||||||||||||||
3 | |||||||||||||||||||
4 | Roleplay Good😇 | 10/1/1 Swords Bard | 10/2 TB Moon Druid | 5/4/3 TB Thiefzerker | 12 Fiend Bladelock | ||||||||||||||
5 | 10 Swords Bard | 10 Moon Druid | 5 Berserker Barbarian | 12 Fiend Bladelock | |||||||||||||||
6 | Roleplay focused, "good" characters party. | 1 Fighter | 2 Fighter | 4 EK/Champion Fighter | |||||||||||||||
7 | 1 Wizard | 3 Thief Rogue | |||||||||||||||||
8 | |||||||||||||||||||
9 | |||||||||||||||||||
10 | - best suited for runs with good-leaning decision making | - Tav/DUrge | - Halsin | - Karlach | - Wyll | ||||||||||||||
11 | |||||||||||||||||||
12 | |||||||||||||||||||
13 | - make use of Helmet of Arcane Acuity and prioritize Command | - take Tavern Brawler and stick to "unarmed" wild shapes | - use Enraged Throw to instantly prone enemies without a save | - weave together melee attacks and EB for steady damage | |||||||||||||||
14 | |||||||||||||||||||
15 | |||||||||||||||||||
16 | - use concentration slots on Hold Person, Hold Monster or Confusion | - Owlbear for early-mid game - Earth Myrmidon for late game | - use STR elixirs the entire game, keep DEX and CON high | - play like a spellsword - use utility spells to set up your Tav and Karlach | |||||||||||||||
17 | |||||||||||||||||||
18 | |||||||||||||||||||
19 | - use Slashing Flourish or Arrow of Many Targets to build Acuity stacks, follow up with control spells | - use Bloodlust Elixir, STR elixir is not useful here | - throw sharp stuff at the enemy | - use any rapier and Potent Robe once you get it | |||||||||||||||
20 | |||||||||||||||||||
21 | |||||||||||||||||||
22 | - use standard DEX striker gear - Titanstring Bow is ideal for late game damage | - make use of wildshape specific gear and nothing else | - make use of standard STR thrower gear | - make use of standard DEX striker gear, but stack CHA - consider Daredevil Gloves | |||||||||||||||
23 | |||||||||||||||||||
24 | |||||||||||||||||||
25 | |||||||||||||||||||
26 | - crowdsourced | - go 6 Swords Bard -> 1 Fighter -> 1 Wizard -> 4 Swords Bard | - go 10 Druid -> 2 Fighter - do not play this in honor until TB Wildshape fix | - go 5 Barbarian -> 3 Rogue -> 4 Fighter | |||||||||||||||
27 | |||||||||||||||||||
28 | |||||||||||||||||||
29 | |||||||||||||||||||
30 | Roleplay Neutral😐 | 5/4/3 Thiefzerker | 12 Divinator | 11/1 Land Druid | 7/5 Sanctified Stalker | ||||||||||||||
31 | 5 Berserker Barbarian | 12 Divination Wizard | 11 Land Druid | 7 Trickery Cleric | |||||||||||||||
32 | Roleplay focused, "neutral" characters party. | 4 BM Fighter | 1 Fighter | 5 Gloomstalker Ranger | |||||||||||||||
33 | 3 Thief Rogue | ||||||||||||||||||
34 | |||||||||||||||||||
35 | |||||||||||||||||||
36 | - best suited for runs with neutral-leaning decision making | - Tav/DUrge | - Gale | - Jaheira | - Shadowheart | ||||||||||||||
37 | |||||||||||||||||||
38 | |||||||||||||||||||
39 | - melee GWM Barbarian - roar your way through any and all dialog | - standard damage caster | - standard druid support set up - Arctic is generally the best spell set, but many others work | - striker/caster combo | |||||||||||||||
40 | |||||||||||||||||||
41 | |||||||||||||||||||
42 | - find a big scary looking two handed weapon and swing it at the enemy | - aim to enable team mates with portent dice and use damage spells | - focus on setting up your team mates with support spells and items (Phalar Aluve) | - make sure to take Sanctified Stalker for lore accuracy | |||||||||||||||
43 | |||||||||||||||||||
44 | |||||||||||||||||||
45 | - use frenzied attacks with bonus actions and manuvers with actions | - use flex spells from wizard spell list, such as summons, for additional support | - some DC gear should go to her if you plan to cast control spells | - ranged is recommended to avoid overlap with Tav | |||||||||||||||
46 | |||||||||||||||||||
47 | |||||||||||||||||||
48 | - make use of standard STR striker gear - good use of STR elixirs | - make use of standard caster gear | - make use of support gear | - make use of standard DEX striker gear - consider Acuity or Synergy gear | |||||||||||||||
49 | |||||||||||||||||||
50 | |||||||||||||||||||
51 | |||||||||||||||||||
52 | - crowdsourced | - go 5 Barbarian -> 3 Rogue -> 4 Fighter | - go 11 Druid -> 1 Fighter - respec at 12 and take fighter first | - go 5 Ranger -> 7 Cleric | |||||||||||||||
53 | |||||||||||||||||||
54 | |||||||||||||||||||
55 | |||||||||||||||||||
56 | Roleplay Evil👿 | 12 Storm Sorcerer | 12 BM Fighter | 6/4/2 Swords Bard | 12 Vengeance Paladin | ||||||||||||||
57 | 12 Storm Sorcerer | 12 BM Fighter | 6 Swords Bard | 12 Vengeance Paladin | |||||||||||||||
58 | Roleplay focused, "evil" characters party. | 4 Thief Rogue | |||||||||||||||||
59 | 2 Fighter | ||||||||||||||||||
60 | |||||||||||||||||||
61 | |||||||||||||||||||
62 | - best suited for runs with evil-leaning decision making | - Tav/DUrge | - Lae'zel | - Astarion | - Minthara | ||||||||||||||
63 | |||||||||||||||||||
64 | |||||||||||||||||||
65 | - classic offensive caster - stack CHA for DC and dialog | - classic GWM 2H fighter | - spam Slashing Flourish or consumable arrows for tons of damage | - classic sword and board defence oriented paladin | |||||||||||||||
66 | |||||||||||||||||||
67 | |||||||||||||||||||
68 | - make use of Create water to set up your own damage | - find a big scary looking two handed weapon and swing it at the enemy | - use Dual Xbows + SS, focus on overwelming enemies with tons of attacks | - use a good mace or 1h weapon like Phalar Aluve | |||||||||||||||
69 | |||||||||||||||||||
70 | |||||||||||||||||||
71 | - focus on cold/lightning spells + Wet to maximize damage | - use manuvers for damage, control and utility | - stack DEX to the moon for attack rolls and damage - get some CHA for lore accuracy | - smacks/smite enemies and use your supportive buffs | |||||||||||||||
72 | |||||||||||||||||||
73 | |||||||||||||||||||
74 | - go Dual Wielding, use 2x staves and wear standard caster gear | - make use of standard STR striker gear | - make use of standard DEX striker gear | - make use of defensive gear, shields and support items | |||||||||||||||
75 | |||||||||||||||||||
76 | |||||||||||||||||||
77 | |||||||||||||||||||
78 | - crowdsourced | - go Bard 6 -> Fighter 2 -> Rogue 4 | |||||||||||||||||
79 | |||||||||||||||||||
80 | |||||||||||||||||||
81 | |||||||||||||||||||
82 | Get Down!⬇️ | 12 BM Fighter | 11/1 Storm Sorcerer | 11/1 Radorb Cleric | 10/2 TB Moon Druid | ||||||||||||||
83 | 12 BM Fighter | 11 Storm Sorcerer | 11 Light Cleric | 10 Moon Druid | |||||||||||||||
84 | Play around control and specifically Prone. | 1 Storm Sorcerer | 2 Fighter | ||||||||||||||||
85 | |||||||||||||||||||
86 | |||||||||||||||||||
87 | |||||||||||||||||||
88 | - hyper defensive playstyle; play around keeping enemies permenantly proned and disabled via Radiating Orbs | - Trip manuver user | - standard Reverb applier | - standard Radorb support | - Wild Shape prone user | ||||||||||||||
89 | |||||||||||||||||||
90 | |||||||||||||||||||
91 | - keep your Cleric and BM Fighter in melee range, prone everything not in melee with your Sorcerer | - classic GWM 2H fighter - stack STR to the moon, using elixirs helps | - focus on Lightning and Thunder damage spells | - focus on support spells and sources of radiant damage | - take Tavern Brawler and stick to "unarmed" wild shapes | ||||||||||||||
92 | |||||||||||||||||||
93 | |||||||||||||||||||
94 | - prone everything first, kill it with free crits and advantage after | - find a big scary looking two handed weapon and swing it at the enemy | - apply Wet with Create Water if possiblr | - focus on using Spirit Gaurdians to apply lots of Radorbs | - use any unarmed form that has a proning action/BA, such as Panther & Dilophosaurus | ||||||||||||||
95 | |||||||||||||||||||
96 | |||||||||||||||||||
97 | - extremely slow and boring playstyle, but funny | - use Trip Attack to keep enemies prone forever | - use Markoheshkir with Bone-shaking Thunder | - use Luminous Armour, and Coruscation Ring | - use Bloodlust Elixir, STR elixir is not useful here | ||||||||||||||
98 | |||||||||||||||||||
99 | |||||||||||||||||||
100 | - make use of standard STR striker gear, ideally some heavy armor | - use all Reverb related gear | - make use of caster and support gear, including Phalar Aluve | - make use of wildshape specific gear and nothing else | |||||||||||||||
101 | |||||||||||||||||||
102 | |||||||||||||||||||
103 | |||||||||||||||||||
104 | - by Ethan | good reference | - go 12 Sorcerer - respec at 12, go 1 Cleric -> 11 Sorcerer | - go 12 Cleric - respec at 12, go 1 Sorcerer -> 11 Cleric | - go 10 Druid -> 2 Fighter | ||||||||||||||
105 | |||||||||||||||||||
106 | |||||||||||||||||||
107 | |||||||||||||||||||
108 | Nature Guardians🌳 | 11/1 Spore Druid | 7/5 Sorcadin | 12 RadOrb LifeCleric | 8/4 Beastmaster | ||||||||||||||
109 | 11 Spore Druid | 7 Oath of Ancients Paladin | 12 Life Cleric | 8 Beastmaster Ranger | |||||||||||||||
110 | A group of efficient summons, based around the good of nature rather than Necromancy | 1 War Cleric | 5 Draconic (White) Sorcerer | 4 Swords Bard | |||||||||||||||
111 | |||||||||||||||||||
112 | |||||||||||||||||||
113 | |||||||||||||||||||
114 | - This summoning party focuses more on useful summons, than sheer mass. Druid summon list gives some incredible allies, like Dryads and Myrmidons. | - Summoner/Terrain Controller | - Burst DPS Frontliner with lots of passive buffs for summons | - lots of unlimited buffs for non-undead - stack Radiating Orb | - Ranged damage, Spider support, Acuity control later. | ||||||||||||||
115 | |||||||||||||||||||
116 | |||||||||||||||||||
117 | - Maximizes unlimited (in terms of recipients in an AOE) buffs to turn summons into substantial combat resources stacking damage, resistances, and more. | - Shillelagh + best caster quarterstaff will allow for melee utility of wisdom stat. Also, spike growth. | - use Phalar Aluve (shriek) to stack damage on summon attacks and defensive auras at level 6 and 7 | - maintain Bless with AOE heal + Whispering Promise | - All companions have strengths, I like the Spider best for bonus action webs and mobility. | ||||||||||||||
118 | |||||||||||||||||||
119 | |||||||||||||||||||
120 | - Between Web, Spike Growth, and Plant Growth, you control where your enemies can be at all times, without expending too many resources to do it. | - Armour of the Sporekeeper and Heroes' Feast are essential to maximize party buffs. | - Use Strange Conduit Ring, Hunting Shortbow for concentration, & Braindrain Gloves to debuff saves. | - maintain Blade Ward with AOE heal + Hellrider's Pride | - DEX is main stat, then CHA. Dual Hand XBows and elemental arrows early. Avoid Ranger spells with a save. | ||||||||||||||
121 | |||||||||||||||||||
122 | |||||||||||||||||||
123 | Use the summoned elementals (i.e. water myrmidon) to create vulnerabilities to exploit with the Beastmaster's elemental arrows. | - Recommended summons: Drad, elementals, mud mephits, myrmidons. Undead are just meat shields. | - Mantle of the Holy Warrior gives Crusader's Mantle on short rest. Get that for concentration when you can | - use standard Radorb gear like Luminous Armour + can go nova with spirit guardians. | - Once you get to Bard 3, use Helmet of Arcane Acuity. You can go MI: Warlock feat to get Command too. | ||||||||||||||
124 | |||||||||||||||||||
125 | |||||||||||||||||||
126 | - Can feel a bit bloated with so many characters in combat, but it's too your advantage. Don't forget familiars and mage hands get buffed too. | - Can use Hat of Fire Acuity and Battlemage Elixir then Command: Flee to create opportunity attacks. | - STR and CHA are your main stats. When unsure what to do next, smite something dangerous | - Aid goes on everyone, Planar Ally: Djinni is amazing, and DI: Devotee's Mace is great end game gear | - Take Sharpshooter at 4, and then switch toDead Shot when you get Band of Mystic Scoundrel | ||||||||||||||
127 | |||||||||||||||||||
128 | |||||||||||||||||||
129 | |||||||||||||||||||
130 | - by u/hearthebeard | - go 11 Druid -> 1 Cleric - Finishing with Wizard also works, you lose command but can get scrolls. | - go 7 Paladin -> 5 Sorcerer | - A fun idea is Life Cleric 6/Monk 6. It requires some respecs to have the right buffs at the right times. | - go 5 Ranger -> 4 Bard -> 3 Ranger | ||||||||||||||
131 | |||||||||||||||||||
132 |