This guide focuses on the best Barbarian build in Baldur’s Gate 3, the Wild Magic subclass, and includes all components to create a powerful character.

Barbarian Class Introduction
Barbarians are the ultimate melee warriors, relying on their raw strength and ferocity to tear through their enemies. They are able to enter a state of rage, which increases their damage output and durability. Barbarians are also proficient with all weapons and armor, making them versatile combatants.
In this build, we will be focusing on the Wild Magic subclass. Wild Magic Barbarians focuses on channeling chaotic and unpredictable magical energy into their rage, allowing them to tap into the forces of randomness and wild magic. You will use medium armor, a Two-Handed weapon, and maintain the identity of the Barbarian. What’s interesting, different, and fun about this build is the randomness of the encounters. When you activate Rage, which turns into Rage: WIld Magic with this subclass, you gain an extra effect. This build is still focused on high single-target damage, simplicity, and durability.
This build has been updated for the latest version of Baldur’s Gate 3
Pros of Barbarian Build | Cons of Barbarian Build |
---|---|
High Damage Output | Randomness |
Damage Resistance | Weak Range |
Extra Attacks | Vulnerable to Magic |
Barbarian Class Features & Mechanics
The following list presents all the essential Barbarian Class Mechanics and Features in Baldur’s Gate 3:
- Primary Ability: Strength
- Saving Throws: Strength and Constitution
- Armour Proficiency: Light Armour, Medium Armour, Shield
- Weapon Proficiency: Martial and Simple
- Rage: Extra damage with melee and have increased damage resistance.
- Rage: Wild Magic: Unpredictable Rage that gives random effects.
- Magic Awareness: Bonus action ability that helps defend against spell casters.
- Extra Attack: Allows two attacks with one action.
The Wild Magic Barbarian is a powerful class that can be a lot of fun to play. However, it’s important to be aware of the risks of Rage Wild Magic, as it can easily backfire. If you’re looking for a class that can deal a lot of damage and takes a lot of hits while being unpredicitable the Wild Magic Barbarian is a great choice.
Barbarian Best Subclass – Wild Magic
Here are all the Baldur’s Gate 3 Barbarian subclasses:
- Berserker: straightforward, simple, and big damage
- Wildheart: more versatility and control
- Wild Magic: unpredictable and magic based
The Wild Magic subclass is the great Barbarian subclass that can deal a lot of damage in a short amount of time and has the randomness that makes it a unique subclass in Baldur’s Gate 3. At level 3, when picking Wild Magic subclass your Rage turns into Rage Wild Magic. When activated, you get a random effect which can help or hinder you.
Baldur’s Gate 3 Wild Magic Barbarian Features & Progression
The Wild Magic Barbarian subclass unlocks the following features and spells:
- Rage: Wild Magic (Level 3): – Unpredictable Rage that gives random effects.
- Magic Awareness (Level 3) – Bonus action ability that helps defend against spell casters.
- Bolstering Magic: Boon (Level 6) – You or an ally receive a +1d4 bonus to Attack Rolls and Ability Checks.
- Bolstering Magic: Level 1 Spell Slot (Level 6) – You or an ally recover a Level 1 spell slot.
- Bolstering Magic: Level 2 Spell Slot (Level 6) – You or an ally recover a Level 2 spell slot.
- Bolstering Magic: Level 3 Spell Slot (Level 9) – You or an ally recover a Level 3 spell slot.
- Unstable Backlash (Level 10) – While enraged, when you take damage or fail a saving throw, you trigger another Wild Magic effect that replaces the current one.
If you are looking for a Barbarian subclass that can deal a lot of damage and take a lot of hits, then the Wild Magic is the best choice for you. However, if you are looking for a Barbarian subclass that is more versatile or has more defensive options, then you may want to consider another subclass.
Recommended Backgrounds Barbarian Wild Magic in Baldur’s Gate 3

The best Background for a Barbarian is Soldier because it has proficiency in Athletics and Intimidation. Backgrounds in Baldur’s Gate 3 are a way to represent your character’s backstory and give them some starting skills and abilities. Athletics scales in effectiveness with your main class‘s primary statistic, strength.
- Soldier – Provides proficiency in Athletics and Intimidation, embracing the militia or military officer.
- Outlander – Provides proficiency in Athletics and Survival, reflecting your wilderness expertise and self-reliance.
Race Choice for Baldur’s Gate 3 Barbarian Build
Half-Orc is the Best Race Choice for a Wild Magic Barbarian because the Relentless Endurance racial feature can also save you from dropping to 0 hit points. The Half-Orc’s savage attack allows for extra damage and Darkvision is vital playing in the Underdark. A secondary option is Zariel Tiefling which offers Hellish Resistance and Rebuke along with Darkvision. This is a great race for filtering with fire and makes a great melee race choice option.
Here is the best race choice for a Wild Magic Barbarian build in Baldur’s Gate 3.
Half-Orc | Zariel Tiefling |
---|---|
Relentless Endurance | Darkvision (12m) |
Menacing | Hellish Resistance |
Darkvision | Searing Smite |
Savage Attack | Branding Smite |
The Barbarian’s racial choice will not influence ability score, but everyone should get a +2 and +1 to spend regardless. This frees your race choice up to not completely hinder yourself based on ability score, but race features. Each of these races offers unique advantages that can enhance your combat prowess, survivability, or utility. Additionally, consider the roleplaying opportunities and character concepts that resonate with you.
Recommended Skills for Barbarian Wild Magic Build
Perception and Survival are the best skills for the Wild Magic Barbarian in Baldur’s Gate 3 because they complement your class abilities and enhance your effectiveness in various situations. In Baldur’s Gate 3, skills represent the abilities and proficiencies of your character that allow them to perform various actions and interact with the game world. Skills are associated with specific attributes and are used to determine the success or effectiveness of certain actions or abilities.
Here are the best skills for a Wild Magic Barbarian in Baldur’s Gate 3:
- Perception is a Wisdom skill
- Survival is a Wisdom Skill.
Best Barbarian Ability Score

Below is the best ability score to unlock the full potential of a Barbarian in Baldur’s Gate 3:
Ability | Points Goal |
---|---|
Strength | 16 |
Dexterity | 14 |
Constitution | 16 |
Intelligence | 8 |
Wisdom | 12 |
Charisma | 8 |
The Best Barbarian Ability Score hits 16 strength and 16 constitution with 14 Dexterity. Strength will influence your damage, dexterity will help with Armour Class (AC) and constitution determines your health pool which is high by default. You can increase your strength to 20 via feat improvements at levels 8 and 12 and reach 20 by a max level of 12.
After you choose the class, subclass race, and background, the game will automatically distribute your abilities in the character creation abilities tab. Strength is your most important ability score followed by Constitution. You should be able to use a +2 and +1 stat distribution regardless of race. If your ability does not line up, drop Charisma lower to hit 16, 14, 16.
Barbarian Illithid Powers

Illithid Powers are unlocked later in the game when you learn more about the Mind Flayers and tadpoles. You can gain jars of Mind Flayer Parasite Specimens, and consume them to gain one point. This is essentially another skill tree advancement with some very strong powers.
Here are the best Illithid Powers for the Barbarian Build:
- Luck of the Far Realms: When you make a successful Attack Roll against a foe, you can change that hit into a Critical Hit. This is a passive feature you can react to once you land your first attack.
- Cull of the Weak: When you bring a creature down to fewer hit points than your number of evolved illithid powers, it dies and all nearby creatures take 1-4 Psychic damage. This can provide massive area damage for free and can be toggled off.
- Psionic Backlash: When an enemy within 9m casts a spell, you can use your reaction to inflict ld4 Psychic damage to the caster per the spell’s level. This is a passive and hard counter to casters near you.
- Ability Drain: Once per turn, when you make an Attack Roll, the attack reduces that target’s corresponding Ability by 1. This is another useful passive that helps debuff enemies and doesn’t require action or bonus actions.
- Repulsor: deal 2~12 Damage 1d6 force damage and Force Push anything and anyone back 6m. This is a great aoe knockback and does good damage early in the game.
Barbarian Level Progression
Level 1
Level one follow our character creator to pick all correct background, race, skills, and ability distribution focusing on Strength and Constitution. Use the character creation steps above and hit the appropriate ability score and race. You want to either use medium armor or clothing, and a two-handed weapon preferred Greatsword. You can get a super powerful one in the tutorial Everburn Blade.
At level one you will unlock two mechanics as a Barbarian:
- Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. I prefer medium armor which will reach higher AC than clothing.
- Rage: While raging, you deal 2 extra damage with melee and improvised weapons, and when throwing objects. You also have Resistance to physical damage and an Advantage on Strength checks and Saving Throws. Rage ends early if you don’t attack an enemy or take damage each turn. You can’t cast or concentrate on spells while raging.
Unarmored Defense helps if you don’t plan on wearing medium armor. There isn’t a benefit to doing this, you can simply take Lae’zal’s armor and equip it with high dexterity for a higher Armour Class (AC).
Rage is the bread-and-butter component of The Barbarian. You’ll want to use this on your first time with a bonus action and charge in. Make sure to equip a ranged weapon so you can always attack once per turn to keep it active.
Gameplay essentially is using your bonus action on your first turn to go into Rage, charging ahead and attacking either with a bow or melee weapon two-handed Greatsword preferred.
Level 2
At level two you will unlock Reckless Attack and Dangerous Sense. Here’s what they do:
- Reckless Attack: Reckless Attack feature, which allows you to gain advantage on melee weapon attack rolls in exchange for granting advantage to enemies attacking you until your next turn. This should be used against an enemy you will either kill or won’t target you next turn.
- Dangerous Sense: You have an Advantage on Dexterity Saving Throws against traps, spells, and surfaces. This is just passively applied to your character.
Reckless Attack is your main skill for damage. When you gain advantage, you can expect two dice rolls rather than one giving you a higher chance to land the attack. Be aware, they enemy will have the same against you too. At this stage of the game, your goal is to simply use Rage as your bonus action on your first turn in charge into combat. Your goal is to get hit or hit someone back to extend the Rage effect. Make sure to equip a bow in case you cannot reach a target on your first turn.
Gameplay at this level is using Rage as your bonus action first turn and charging into battle. If you are in melee range, hit with Reckless Attack as your main damage dealer. Also, keep moving forward and use ranged attacks if necessary to keep rage active.
Level 3
At level three you will finally get to pick a subclass and we recommend Wild Magic. Here’s what you should do at level 3 with a Wild Magic Barbarian Build:
- Take Wild Magic Subclass
- Extra Rage Charge
- Magic Awareness (Anyone within range adds their Proficiency Bonus to Saving Throws against spells. Bonus Action, 1 Turn, 3m)
- Rage: Wild Magic: Enter a Rage that releases all the magic rolling inside of you, causing a random magical effect. You have Resistance to physical damage, Advantage on Strength checks, and Saving Throws.
The Wild Magic subclass essentially gives you an added bonus when you activate Wild Magic. From the above picture, I received magic infused weapon, dealing 1-6 force damage and gaining the light and thrown properties. This subclass and modification of Rage add an element of uncertainty and unpredictability to this build.
You also gain access to a bonus action ability Magic Awareness. That is useful considering early on, the Barbarian struggles with bonus action utility. Consider using this to help yourself or an ally.
Gameplay: Continue activating Rage Wild Magic at the start of your turn using a bonus action. Use Reckless Attack as your primary damage source. On your second turn, you now have an optional Magic Awareness to help with defense against spells.
Level 4
At level 4 the Wild Magic Barbarian picks a feat to unlock. We suggest Great Weapon Master at this level, due to additional bonus attack utility.
Great Weapon Master feat: When a melee attack scores a critical hit or kills a creature, you can make another melee attack as a bonus action. When attacking with Heavy Weapons you are proficient with, attack rolls take a -5 penalty, but their damage increases by 10.
The Great Weapon Master feat does two things for you. One, it has a high risk high reward ability to add 10 damage BUT -5 attack roll penalty. As shown in the picture above, this simply reduces your chance to hit the percentage significantly. You can turn this off in the Passive section on your toolbar, which will give you the normal percentage. The higher your strength goes, the more percentage chance to hit. As you hit 8 and 12 with further ability improvements or gear to increase strength expect a higher chance to hit.
Secondly, this feat gives you another chance to hit on a kill or critical hit using a bonus action. This is the real reason the feat is so strong, multiple attacks in a turn, and with this build, you will be getting a lot of critical hits and kills. Combat should therefore be initiated using your action first, saving your bonus action for a Great Weapons Master attack.
Gameplay: look to kill lower health targets to take advantage of Great Weapon Master. Also, look for support classes that have Bless, this will increase your chance to land. And if the percentage is too low, toggle off Great Weapons Master in your passive section on the toolbar. This will turn off the -5 negative, but lower damage. Turn back on when enemies are around 50% or high to hit.
Level 5
At level 5 the Wild Magic Barbarian unlocks Extra Attack and Fast Movement.
- Extra Attack feature, allowing you to make two attacks when you take the Attack action on your turn. This significantly boosts your damage potential in combat.
- Fast Movement increases your movement speed by +5 while not wearing heavy armor.
At level 5 the Barbarian becomes amazing with Extra Attack paired with Great Weapon Master bonus action attack. This will allow you to attack multiple times with your actions and another with a bonus action. You can drink a Potion of Speed for a further effect and do a lot of damage in one turn.
This is where the Barbarian starts to dominate. Your first turn is the standard, bonus action to activate Rage/Frenzy and charge in with Reckless Attack. If you land the attack you get an additional one. Usually, you want to use your secondary weapon-based skill like Lacerate to cause some bleeding damage. On the second turn, you will have a bonus action free, so you can do 2x attacks, the first being Reckless then use a bonus action if you get a critical strike or a killing blow. That’s three attacks per turn. If you are doing a hard fight, use a Potion of Speed and you add another 2 to that!
Level 6

At level 6 the Wild Magic Barbarian unlocks an additional range charge and three subclass features, boosting boon, and spell slots.
- Additional Rage Charge
- Bolstering Magic: Boon (You or an ally receive a +1d4 bonus to Attack Rolls and Ability Checks. Action)
- Bolstering Magic: Level 1 Spell Slot (You or an ally recover a Level 1 spell slot)
- Bolstering Magic: Level 2 Spell Slot (You or an ally recover a Level 2 spell slot)
The Bolstering Magic Boon class action is nice. You or an ally gets +1d4 bonus to attack rolls and ability checks for 10 turns. It requires an action in the melee range. The nice thing about this is you can pre-cast or pre-buff this before combat. Since it last 10 turns, just outside of a fight or approaching cast it on yourself or an ally. Walk up to the fight and you’re likely to have 8 or 9 turns remaining. That way you don’t use this during combat and consume an action.
Bolstering Magic Level 1 or 2 Spell Slot simply helps an ally gain an additional spell slot. This can be used inside or outside of combat. This isn’t that useful unless you dread taking long rest, but something that helps you stay in the action.
Gameplay remains unchanged.
Level 7

- Feral Instinct: You have honed your instincts to the utmost degree. You gain a +3 bonus to Initiative and can’t be surprised.
While this doesn’t seem big, it’s absolutely vital to the build. You will have a high Initiative and skip Surprised which eliminates your first turn. This means you are guaranteed to go during the first round of combat and will be one of the first to start. You can then focus on stunning or eliminating the highest priority target and reduce damage for you and your team.
Level 8

At level 8 the Wild Magic Barbarian gets to pick a feat. We will go with Ability Improvement +2 to Strength to reach 18. This will help us land more attacks and do more damage. The premise of the build is to constantly critical strike or land killing blows to proc Great Weapon Master secondary effect using bonus action for attacks.
Anything that boosts your chance to land attacks (Bless), gain advantage (True Strike), or increase the likelihood of a kill or critical strike will increase your efficiency. The goal for you is to use two attacks, get a kill, then Great Weapon Master bonus action. Obviously, there will be times you need to use consumables and defensive bonus action skills. But the overall premise remains, keep it simple, aggressive and enjoy the randomness of the Wild Magic subclass.
Level 9

At level 9 the Barbarian unlocks a class feature Brutal Critical and the Wild Magic subclass unlocks Bolstering Magic.
Brutal Critical: When you land a Critical Hit, you roll an extra damage die as well as the normal additional critical dice.
The gameplay is very simple beyond this level and not much changes besides passive benefits like Brutal Critical. As you can image, this gives use even more damage and isn’t something we have to activate, it’s a passive feature. Making the Barbarian ultra-simple and powerful.
Bolstering Magic Level 3 Spell Slot: You or an ally recover a Level 3 spell slot. An okay tool that can be helpful when playing Tactician difficulty and every long rest is painful on resources.
Level 10

At level 10 the Wild Magic Barbarian unlocks a passive feature Unstable Backlash.
Unstable Backlash: While Enraged, when you take damage or fail a saving throw, you trigger another Wild Magic effect that replaces the current one. This just adds a lot more chaos and uncertainty (good or bad) into the build. But hey if you selected Wild Magic subclass this is what you wanted!
Level 11
From level 11 to 12 the Barbarian doesn’t get much. I recommend spending the last two levels multi-classing to the Fighter. At level 11 the Barbarian gets Relentless Rage which mimics the Half-Orc passive Relentless Endurance. If you drop to 0 health, you have 1 health instead of being Downed. At level 12 you will miss a feat which you can take +2 Strength and admittedly is nice. But you can consume Hill Giant potions and reach 21 or 27 strength for a brief time.
The reason I suggest Barbarian multi-classing is purely for Action Surge. A resourceless once per short rest ability that gives you another action in combat. Given the Barbarian already has extra attack, those extra two attacks combined with Great Weapon Master is worth sacrificing Relentless Rage and +2 Strength. If you do not wish to do that, continue and take the Ability Improvement +2 Strength at level 12 with the Barbarian.
Great Weapon Fighting Style: When you roll a 1 or 2 on a damage die for an attack with a two-handed melee weapon, that die is rerolled once. This is an amazing benefit only Paladins and Fighters have. You get a reroll low damage die increasing your output potential significantly.
Second Wind: this skill is unlocked at level one Fighter and is a mediocre heal that is useful during the start of the game. You can use a bonus action, though most potions outperform it.
If your multi-class, this level will feel uneventful, but trust me it’ll be worth it.
Level 12

With two levels into Fighter, you get access to the awe-inspiring Action Surge. You get an extra action, but the biggest strength is, it doesn’t require any resource to use it. Action Surge is a once-per-fight usage, but it allows you to cast and recharges on short rest.
Take your Barbarian with Great Weapon Master feat, Extra Attack and give it Action Surge for 2x more attacks. You can take this a step further by using either a Potion of Haste or casting Haste on yourself. Then you get another action! If you did the math on that:
- Attack one + extra attack = 2
- Attack two (via Action Surge) + extra attack = 4
- Attack three (via Haste) + extra attack = 6
- Great Weapon Master via critical strike or kill = 7 (if you have a bonus action)
The Barbarian at level 12 with this setup has so much firepower it’s remarkable. Again, if you wanted a traditional Barbarian for all 12 levels, take Ability Improvement +2 Strength or the Alert feat which helps with going early. We hope you enjoyed this build and check out the gear section for more!
Best Companions for Barbarian Build
For the Wild Magic Build, we do not recommend additional front-line fighters and damage dealers. The idea is, your character charges in melee range with support, range damage, or even stealth attacks. If you have multiple melee characters, 2-3, it can be troublesome in close-quarters combat.
- Shadowheart (Cleric): buffs, healing, and crowd control.
- Gale (Wizard): range magic damage, area damage, and crowd control.
- Astarion (Rogue): burst damage, lockpicking, and range if needed.
It’s important to note that party composition and synergy play a significant role in determining the effectiveness of your companions. Consider the strengths and weaknesses of each companion and how they align with your main character’s abilities and playstyle. You can go more range with Wyll or a double melee setup with Lae’zel. Also, feel free to swap out and explore different options.
Additionally, take into account the specific challenges and encounters you anticipate facing, as certain companions may shine in different scenarios. Experiment with different combinations to find a party that suits your preferred playstyle and maximizes your chances of success.
Best Gear for Baldur’s Gate 3 Barbarian Wild Magic Build
In Games like Baldur’s Gate 3, you’ll explore the world, loot chests and your enemies’ dead bodies, and complete quests, and all those activities can reward you with useful items, potions, armor, weapons, scrolls, and much more. There are three Acts in BG3, and we’ve updated this guide to include suggested sets and alternatives for Act 1 and Act 3. Look to progress and alternative selections if you don’t have the recommended item.
Beginner: Starting the Game
Here’s the best beginner gear for Barbarian Wild Magic Build in Baldur’s Gate 3:
Gear Slot | Best Gear Item |
---|---|
Head | Haste Helm |
Cape | – |
Chest | Bloodguzzler Garb |
Gloves | Bracers of Defence |
Boots | Linebreaker Boots |
Necklace | Amulet of Misty Step |
Ring | Crusher’s Ring |
Ring | Caustic Band |
Weapon 1 Main Hand | Everburn Blade |
Weapon 2 Main Hand | Giantbreaker |
- Haste Helm: At the start of combat, the wearer gains 1.5m movement speed for 3 turns. Locked chest near to the Ancient Rune Circle in the Blighted Village X 32, Y 403.
- Alternative: Cap of Wrath gain Wrath when lower than 50% health. Obtained in Gyrmforge dropped by Thudd.
- Bloodguzzler Garb: 10 AC + Dexterity modifier and when an enemy damages the wearer, they gain Wrath for 1 Turn. You can loot it from Bulette’s body in the Underdark.
- Alternative: Adamantine Splint Armour 18 AC, reduce damage by 2. Obtained in Adamantine Forge crafted with Splint Mould and Mithral Ore.
- Bracers of Defence: You gain a +2 bonus to Armour Class as long as you are not wearing armour or holding a shield. In the Apothecary’s Cellar beneath the Blighted Village (X: -656 Y: -370).
- Alternative: Gloves of the Growling Underdog: gain advantage on melee attacks with 2 or more foes nearby. Obtained Found Inside Treasure chest in the Shattered Sanctum X 298 Y 66.
- Linebreaker Boots: When the wearer Dashes or takes a similar action during combat, they gain Wrath for 3 turns. Loot it from Beastmaster Zurk’s body in the Worg Pens.
- Alternative: Disintegrating Night Walkers: wearer cannot be Enwebbed, Entangled, or Ensnared and can’t slip on Grease or Ice and gains Misty Step. Obtained in Gyrmforged as part of Free True Soul Nere questline.
- Amulet of Misty Step: Grants Misty Step Level 2 Conjuration Spell. You can find it in the chest behind the ogre Polma in the Defiled Temple within the Goblin Camp.
- Alternative: Moondrop Pendant: 50% or lower don’t provoke attacks of opportunity. Obtained in Selûnite Glided Chest in Owlbear Nest.
- Crusher’s Ring: Movement Speed +3m. Can be looted or stolen from Crusher in the Goblin camp in Act 1.
- Alternative: Ring of Flinging wearer gains 1d4 bonus to throw damage. Bought from Arron in Druid Grove.
- Caustic Band: weapon gains +2 Acid damage. Obtained from merchant Derryth Bonecloak in the Myconid Colony in the Underdark.
- Alternative: Ring of Psionic Protection: Wearer cannot be charmed. Can be a quest reward from Omeluum or you can simply buy it from him, Myconid Colony in the Underdark
- Everburn Blade: 2D6 Slashing + 1D4 Fire. Can be looted from Commander Zhalk during the prologue.
- Alternative: Silver Sword of the Astral Plane – 2d6 + 3 slashing legendary weapon. In Act 1 can be obtained using the Command spell (drop) on Voss before the fight with the Githyanki at the Mountain Pass; use this guide.
- Giantbreaker: 1D10 Piercing damage and heavy hitter passive send targets reeling. Obtained by merchant Brem in Zhentarim Hideout.
- Alternative: Githyanki Crossbow: 1d10 + 1 piercing found during Githyanki fight on the Risen Road.
Advanced: End-Game
The following table presents the best advanced and end-game gear for Barbarian Wild Magic Build in Baldur’s Gate 3:
Gear Slot | Best Gear Item |
---|---|
Head | Bonespike Helmet |
Cape | Cindermoth Cloak |
Chest | Bonespike Garb |
Gloves | Gauntlets of Hill Giant Strength |
Boots | Helldusk Boots |
Necklace | Amulet of Greater Health |
Ring | Killer’s Sweetheart |
Ring | Ring Of Regeneration |
Weapon 1 Main Hand | Balduran’s Giantslayer |
Weapon 2 Ranged | Fabricated Arbalest |
- Bonespike Helmet: When you Rage, do 2-8 Psychic damage in a 3m radius, +2 intimidation, and Menacing Attack. Obtained from Voiceless Penitent Bareki Merchant in Lower City Sewers Baldur’s Gate.
- Alternative: Helm of Balduran: heals beginner of turn, cannot be stunned or critical struck, and +1 AC and saving throws. Obtained in Act 3, Dragon’s Sanctum on an altar X: 636 Y: -964.
- Cindermoth Cloak: A creature that damages the wearer within 2m receives Burning. Looted from Aelis Siryasius in the Lower City Sewers in Act 3.
- Alternative: Fleshmelter when damage with melee, that creature takes 1d4 acid damage. Obtained in Chest in House of Healing Morgue.
- Bonespike Garb 10 AC + Dexterity Modifier, 15 15 temporary hit points whenever you Rage, and reduce all incoming damage by 2. Purchased from Exxvikyap at The Rivington General in Act 3.
- Alternative: Adamantine Splint Armour 18 AC, reduce damage by 2. Obtained in Adamantine Forge crafted with Splint Mould and Mithral Ore.
- Gauntlets of Hill Giant Strength: Wearer’s strength increased to 23. Obtained in Archive of the House of Hope.
- Alternative: Bonespike Gloves Your attacks ignore Resistance to Slashing, Piercing, and Bludgeoning damage. Looted from Strangler Luke in the Undercity Ruins during the quest Get Orin’s Netherstone.
- Helldusk Boots: cannot be forcibly moved, use reaction on failed saving throws, gain Hellcrawler teleport ability. Obtained in a locked chest, Wyrm’s Rock Fortress X: -32 Y: 219.
- Alternative: Bonespike Boots: gain +1 AC and saving throw while not wearing armour of a shield and Brutal Leap ability. Looted from a trapped Wooden Chest in a secluded Passageway (X: -233, Y: 84) at the far end of the western trail leading away from the South Span Checkpoint in Act 3.
- Amulet of Greater Health: Increases the wearer’s Constitution score to 23, Advantage on Constitution Saving Throws Checks. Can be found in the House of Hope in Baldur’s Gate City.
- Alternative: Surgeon’s Subjugation Amulet: On critical heal, cause Paralyze to target for two turns.
- Killer’s Sweetheart: When you kill a creature, your next Attack Roll will be a Critical Hit. Obtained from the Self-Same Trial in the Gauntlet of Shar in Act 2.
- Alternative: Ring of Protection increase AC and Saving Throws +1. Steal the Sacred Idol quest reward in Act 1.
- Ring Of Regeneration: At the beginning of your turn, heal yourself for 1d4 HP. Sold by Rolan at Sorcerous Sundries.
- Alternative: Ring of Free Action cannot be Paralyzed, restrained and ignore difficult terrain. Bought from Merchant Araj Oblodra in Moonrise Towers Act 2.
- Balduran’s Giantslayer: double the damage from your Strength Modifier, grants you Advantage on Attack Rolls against Large, Huge, or Gargantuan creatures, and Giant Form ability. Obtained as a reward for completing the Wyrmway trials in Act 3.
- Alternative: Sword of Chaos 2d6 + 2 slashing and gain 1-6 HP on hit. Looted from Sarevok during Act 3.
- Fabricated Arbalest: 1d10 + 2 piercing. Gain Illuminating Shot, and Dazzling Ray weapon actions. Looted from Enver Gortash in Wyrm’s Rock Fortress.
- Alternative: Giantbreaker or Githyanki Crossbow
Best Barbarian Consumables, Potions, and Items
The following list represents the best individual use consumable items that will aid in our Barbarian Build:
- Elixir of Hill Giant Strength: Increases Strength ability score to 21 until Long Rest.
- Potion of Speed: Gain extra action, +2 AC, Advantage on Dexterity Saving Throws, and double movement speed.
- Drow Poison: Weapon poison that adds Constitution Saving Throw or becomes Poisoned and falls Asleep.
- Potion of Flying: Drink to gain a flying speed of 60ft for one hour.
- Elixir of Heroism: Gain 10 temp HP and become Blessed until long rest.
- Potion of Supreme Healing: A draught for healing life-threatening injuries, will restore 30-60 HP.
- Oil of Accuracy: Coat Weapon. Bonus of +2 in Attack Rolls.
- Elixir of Vigilance: Drink to gain a +5 bonus to Initiative and you can’t be Surprised.
- Elixir of Darkvision (only non-Darkvision race): Drink to gain the ability to see in the dark up to 12m.
Combat, Gameplay Tips, and Tricks in Baldur’s Gate 3
The Best Baldur’s Gate 3 Barbarian Wild Magic Build uses a combination of aggression, damage, and movement speed to survive and fight. You will need to play aggressively but also use terrain, consumables, and companions to help you in combat.
Here are 10 gameplay tips specifically for playing a Barbarian in Baldur’s Gate 3:
- Use Rage Wisely: Activate this and stay aggressive. You need to either do damage or be damaged so play up close.
- Initial Turn: Make sure your initial move either puts you in melee range so you can strike or attack with range to keep Rage active.
- Bonus Action: Use your bonus action as an attack after you critical strike or kill someone with Great Weapon Master.
- Prioritize melee combat: Use different weapons based on their strength and unique skills, like Cleave for Area damage.
- Wild Magic: Expect some randomness every time you enter Rage Wild Magic, which can be helpful with more damage.
- Reckless Attack: Use this attack when it’s likely you will not receive a return blow.
- Potion of Speed: Use these potions to gain bigger movement and more actions in challenging fights.
- Boon: Use the Magic Boon skills outside of combat when you expect a fight because it last 10 turns.
- Long Rest: Make sure to rest when your Rage and Frenzy counters are low so you start with many available.
- Great Weapon Master: Try to target low-health enemies with a high chance to hit so you can proc a free extra attack if you kill them.
Remember, this build guide serves as a foundation, and you can always adapt it to suit your preferences and the needs of your campaign. Enjoy playing as a formidable Wild Magic Barbarian!
Best Baldur’s Gate 3 Barbarian Wild Magic Build Guide Summary
Primary Ability: Strength
Subclass: Wild Magic
Preferred Armor: Cloth
Preferred Weapon: Greatsword
Background: Soldier
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