this post was submitted on 21 Nov 2024
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Baldur's Gate 3

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Baldur’s Gate 3 is a story-rich, party-based RPG set in the universe of Dungeons & Dragons, where your choices shape a tale of fellowship and betrayal, survival and sacrifice, and the lure of absolute power. (Website)

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I've been playing DnD since 5e came out, and I've always been a warlock fan. By far my favourite class to play, there's just so much versatility in the class.

I started playing BG3 with my table top group a few weeks ago, and to make sure that I don't miss out on story and stuff I started my own single player campaign. Created a Great Old One/Blade warlock that would mirror one of my favourite builds I've ever done (polearm master hexblade).

I'm now level 10 in game, and my Tav's Eldritch blast is absolutely terrifying. Between magic items and other features, I can pump out a minimum of 39 damage per cast (math at the bottom of this post).

It's just so useful, and allows me to have a proper DnD party where not everyone is combat optimized. I have a Dungeon Delver Astarion for dealing with traps and locked doors, Laezel and Karlach are different kinds of tanks, Gale casts Magic Missile and utility spells. I can actually take my "non-combat companions" into combat and not worry.

Now for the math:

Eldritch Blast:

  • 1d10 per beam on hit.

Level 9:

  • 3 Beams per cast

Agonizing Blast:

  • Add CHA mod damage to each beam.

Magic Clothing from Act 2 (can't remember name or how I got it):

  • Add CHA mod damage to every cantrip (basically duplicate of Agonizing blast)

Ring that grants advantage on all attacks:

  • Can't miss most targets

Ring that allows you to cast a cantrip as a bonus action once per short rest:

  • Double the number of beams

Hat that gives +2 CHA (max 22):

  • Gives 22 CHA (+6 mod)

With all of these buffs, eldritch blast becomes:

3 attack rolls +10 to hit /w advantage (1/400 to critical fail, 399/400 minimum 12 to hit) 1d10+12 damage per hit 1/short rest cast twice in one round.

Final damage totals:

Normal round: 39 - 66 (Avg. 54) Double round: 78 - 132 (Avg. 108)

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[–] BrianTheeBiscuiteer 7 points 5 days ago (1 children)

I think the magic clothing you refer to might've come from Alfira. She only gives it if she survived Act 1. As a durge warlock I know this well.

[–] [email protected] 1 points 5 days ago

That's the one! I knew I got it at the Harper safe house, but couldn't remember at what point in act 2 or who I talked to.

[–] teft 4 points 5 days ago* (last edited 5 days ago) (2 children)

Go find the mirror to get you to 22 charisma without the hat. There are better hats.

Edit: also go find the spellmight gloves. They work like sharpshooter or greatweapn master but for spells. +10 damage -5 attack roll toggleable.

[–] [email protected] 4 points 5 days ago

Oh I could definitely take it further. But I like the look of the hat on my character.

[–] [email protected] 1 points 5 days ago

They got nerfed and now do +1d8 damage per projectile. I prefer the craterflesh gloves because they don't lower hit chance but will do an additional 2d6 force damage on any crits, and critfishing with a GOO warlock is, well, terrifying.

[–] [email protected] 1 points 5 days ago

yeah I was making a squad with one for cha, one for int, one for dex, and one for wis. cha is warlock with a bit of bard.