Party Building Templates
Table of Contents
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Overview
This document compiles a comprehensive set of party-building templates for Baldur's Gate 3 (BG3). It focuses on extremely powerful, powerful, and thematic builds, providing highly synergistic four-member party compositions designed to tackle vanilla, Honor Mode, and modded playthroughs. The templates emphasize fire damage synergy, wet and ice interactions, necromancy, piercing damage, and psychic damage, along with itemization and tactical pointer gear like Hat of Fire Acuity, Phalar Aluve, and Elixirs. Expect guidance on initiative synchronization, role distribution, and how to leverage buffs and control spells to maximize DPS and survivability.
The document covers a wide spectrum of playstyles, from hyper-offensive 1-turn kill strategies to defensive, control-heavy teams, and narrative-focused roleplay ensembles. Each major category is broken into specific build paths with sub-builds, recommended stat lines, gear considerations, and in-game tactics. It includes detailed notes on how to apply elemental interactions (Fire, Wet, Ice), illusions of control (Darkness, Hunger of Hadar, Fog Cloud), and synergy lines for multi-character teams. It also provides guidance on turn economy, action surges, and the use of artifacts and custom items to push performance.
A critical theme across the templates is maximizing 4-person synergy while maintaining flexibility to swap individual builds as desired. The guide acknowledges that thematic or synergistic parties are fun but not required, and it suggests that many of the mechanics can be achieved with alternative builds while preserving the same overall team function. Update notes show additions such as Get Down!, Necros & Nature Guardians, and Wither's Cheaters, with explicit dates.
Extremely Powerful
Fire Cleave🔥 11/1 Fire Sorlock 11/1 Volley Hunter 12 Deadshot Champion 6/6 Light/Sorc Support
11 Red Draconic Sorcerer 11 Hunter Ranger 12 Champion Fighter 6 Light Cleric
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
- hyper offensive playstyle; based around ending the majority of encounters in 1 turn
- party carry - Combustion Oil applier - Arsonist's Oil applier - party support
- 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
- 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
- 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
- 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
- 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
Storm Cleave⛈ 6/6 Sorcadin 10/2 Storm Sorcerer 11/1 Storm Evoker 8/4 TB OH Monk
6 Vengeance Paladin 10 Storm Sorcerer 11 Evocation Wizard 8 Open Hand Monk
Play around the Wet condition and Lightning damage. 6 Storm Sorcerer 2 Tempest Cleric 1 Sorcerer 4 Thief Rogue
- offensive playstyle; based around using Wet to kill enemies - flexible frontliner - late game carry - party support - early game carry
- 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
- 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
- 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
- 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
- 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
Lights Out🥷 10/2 SSB 11/1 Raven Master 6/4/2 Shadow Striker 10/2 Sorlock
10 Swords Bard 11 Beast Master Ranger 6 Shadow Monk 10 Bronze Draconic Sorcerer
Play around Darkness, Hunger of Hadar and Fog Cloud. 2 Vengeance Paladin 1 War Cleric 4 Thief Rogue 2 Warlock
2 Warlock
- 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
- 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
- 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
- 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
- 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
- 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
Powerful
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.
Alpha Strike🗡 5/4/3 Gloomstalker 6/4/2 SSB 11/1 EK TB Throw 6/4/2 4E TB Monk
5 Gloomstalker Ranger 6 Swords Bard 11 EK Fighter 6 Four Elements Monk
Play around Action Surge and high burst damage.
4 Champion Fighter 4 Assassin Rogue 1 War Cleric 4 Thief Rogue
3 Assassin Rogue 2 Paladin 2 Fighter
- 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
- 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
- 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
- largely based around short rests, does not require many long rests; very good for speedrunning
- no initiative 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, Arsonist's Oil will help you
- 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
- 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
Bhaalists🩸 10/2 SSB 5/4/3 TB Thiefzerker 12 BM Fighter 6/6 Divinator
10 Swords Bard 5 Berserker Barbarian 12 Battlemaster Fighter 6 Storm Sorcerer
Play around mechanics related to Piercing damage, such as Bhaalist Armour.
2 Vengeance Paladin 4 EK/Champion Fighter 6 Divination Wizard
3 Thief Rogue
- 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
- 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
- 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 maneuvers to provide control and utility for your team
- aim to enable teammates with portent dice, item buffs (Phalar Aluve) and twin haste on SSB and TB Throw
- 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
- 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
- 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
Balanced Defence🛡 10/1/1 Swords Bard 7/5 Sorcadin 12 Radorb Life Cleric 9/3 TB OH Monk
10 Swords Bard 7 Ancients Paladin 12 Life Cleric 9 Open Hand Monk
Play around control and exceptional defence.
- 1 Fighter 5 Draconic(any) Sorcerer 3 Thief Rogue
- 1 Wizard
- 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
- 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
- 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
- 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
- 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
- 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
Balanced Offence⚔ 11/1 Fire Sorlock 5/4/3 TB Thiefzerker 10/2 Deadshot Bard 10/2 TB Moon Druid
11 Red Draconic Sorcerer 5 Berserker Barbarian 10 Swords Bard 10 Moon Druid
Play around strong sustained damage.
- 1 Fiend Warlock 4 EK/Champion Fighter 2 Fighter 2 Fighter
- 3 Thief Rogue
- 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
- 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
- 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 available
- Owlbear for early-mid game
- Earth Myrmidon for late game
- 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
- 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
- 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
Mindbreakers🧠 12 DW Oathbreaker 6/6 Lorecerer 11/1 ABJ Wizard 12 GOO Bladelock
12 Oathbreaker Paladin 6 Lore Bard 1 White Draconic Sorcerer 12 Great Old One Bladelock
Play around mechancics related to Psychic Damage, such as Resonance Stone.
- 6 Draconic(any) Sorcerer 11 Abjuration Wizard
- offensive playstyle; based around abusing the AOE Psychic vulnerability applied by Resonance Stone
- party carry - damage caster - Resonance Stone carrier - flex spellsword
- 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
- 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
- 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
- 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
- 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
- Ice Ice Baby🧊 6/6 Sorcadin 5/4/3 TB Thiefzerker 10/2 Storm Sorlock 12 BM Fighter
6 Devotion/Vengeance Paladin 5 Berserker Barbarian 10 Storm Sorcerer 12 Battle Master Fighter
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
- 3 Thief Rogue
- 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
- 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
- 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)
- 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
- 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
- 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
Necros💀 11/1 Spore Druid 7/5 Lockadin 6/6 War Necromancer 8/4 Elkheart Barbarian
11 Spore Druid 7 Oathbreaker Paladin 6 War Cleric 8 Wildheart Barbarian
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
- 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
- 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 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
- 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.
- 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. 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.
- 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
Withers' Cheaters🎲 10/2 SSB Arcane Controller The Enlightened One Devil's Tongue
10 Swords Bard 8 Divinition Wizard 11 Light Domain Cleric 10 College of Lore Bard
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
- hyper defensive playstyle, based around controlling enemies and avoiding incoming damage
- Party Carry
- Item Funnel
- AOE Controller - Radorb/Reverb applier - Support & Face
- hyper defensive playstyle, based around controlling enemies and avoiding incoming damage
- Party Carry
- Item Funnel
- AOE Controller - Radorb/Reverb applier - Support & Face
- 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
- 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 Guardians
- Buff allies; trap(HoH), debuff and displace enemies
- 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
- 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
- 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
Thematic
Parties in this category are thematic, but not mechanically synergistic. They are all perfectly viable for vanilla, but wont be ideal for modded runs.
Roleplay Good😇 10/1/1 Swords Bard 10/2 TB Moon Druid 5/4/3 TB Thiefzerker 12 Fiend Bladelock
10 Swords Bard 10 Moon Druid 5 Berserker Barbarian 12 Fiend Bladelock
Roleplay focused, "good" characters party. 1 Fighter 2 Fighter 4 EK/Champion Fighter
1 Wizard 3 Thief Rogue
- best suited for runs with good-leaning decision making - Tav/DUrge - Halsin - Karlach - Wyll
- 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
- 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
- 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
- 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
- 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
Roleplay Neutral😐 5/4/3 Thiefzerker 12 Divinator 11/1 Land Druid 7/5 Sanctified Stalker
5 Berserker Barbarian 12 Divination Wizard 11 Land Druid 7 Trickery Cleric
Roleplay focused, "neutral" characters party. 4 BM Fighter 1 Fighter 5 Gloomstalker Ranger
3 Thief Rogue
- best suited for runs with neutral-leaning decision making - Tav/DUrge - Gale - Jaheira - Shadowheart
- 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
- 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
- use frenzied attacks with bonus actions and maneuvers 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
- 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
- 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
Roleplay Evil👿 12 Storm Sorcerer 12 BM Fighter 6/4/2 Swords Bard 12 Vengeance Paladin
12 Storm Sorcerer 12 BM Fighter 6 Swords Bard 12 Vengeance Paladin
Roleplay focused, "evil" characters party. 4 Thief Rogue
2 Fighter
- best suited for runs with evil-leaning decision making - Tav/DUrge - Lae'zel - Astarion - Minthara
- 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
- 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 overwhelming enemies with tons of attacks
- use a good mace or 1h weapon like Phalar Aluve
- focus on cold/lightning spells + Wet to maximize damage
- use maneuvers 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
- 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
- crowdsourced - go Bard 6 -> Fighter 2 -> Rogue 4
Get Down!⬇ 12 BM Fighter 11/1 Storm Sorcerer 11/1 Radorb Cleric 10/2 TB Moon Druid
12 BM Fighter 11 Storm Sorcerer 11 Light Cleric 10 Moon Druid
Play around control and specifically Prone. 1 Storm Sorcerer 2 Fighter
- hyper defensive playstyle; play around keeping enemies permenantly proned and disabled via Radiating Orbs
- Trip maneuver user - standard Reverb applier - standard Radorb support - Wild Shape prone user
- 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
- 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 Guardians to apply lots of Radorbs
- use any unarmed form that has a proning action/BA, such as Panther & Dilophosaurus
- 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 Guardians to apply lots of Radorbs
- use any unarmed form that has a proning action/BA, such as Panther & Dilophosaurus
- 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
- 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
- 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
Nature Guardians🌳 11/1 Spore Druid 7/5 Sorcadin 12 RadOrb LifeCleric 8/4 Beastmaster
11 Spore Druid 7 Oath of Ancients Paladin 12 Life Cleric 8 Beastmaster Ranger
A group of efficient summons, based around the good of nature rather than Necromancy
- 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.
- 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.
- 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. 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.
- Can feel a bit bloated with so many characters in combat, but it's to 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 to Dead Shot when you get Band of Mystic Scoundrel
- 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