This guide focuses on the best Fighter build in Baldur’s Gate 3, the Battle Master subclass, and includes all components to build a powerful character.
- Class Features & Mechanics
- Race Choice
- Ability Score
- Fighter Illithid Powers
- Fighter Class Level Progression
- Consumables, Potions, and Items
- Gameplay Tips and Tricks
- Build Summary Guide
Fighter Class Introduction Baldur’s Gate 3
The Fighter class is a great choice for players who want to focus on dealing damage and being a tough tank in Baldur’s Gate 3. Fighters have a high hit point pool and access to a variety of armor and weapons, making them very durable in combat. They also have a few abilities that can help them deal more damage, such as Action Surge and Second Wind.
This build is focused on using a two-handed weapon style, ultra-aggressive and big damage. The strength is single target damage, crowd control, and durability. An added value of this build is, it’s very simple and easy for newer BG3 players. It starts out strong and continues throughout the max level of 12.
This build has been updated for the latest version of Baldur’s Gate 3
Fighter Build Pros
- Weapon Proficiency
- Extra Attacks
- Melee or Ranged
- High Health
Fighter Build Cons
- Lacks Spell Casting
- Equipment Dependent
- Bonus Action Limited
If you’re looking for a class that can dish out a lot of punishment and takes a lot of hits, then the Fighter is a great choice for you. With their high damage output and survivability, Fighters are an asset to any party.
Fighter Class Features & Mechanics
The Fighter Class features Action Surge, giving you an extra action, second heal, which is a self-heal and proficiencies in all armor and weapon types. Consider the Fighter a versatile martial class that is ultra simple to play and very effective. At level 5, you unlock Extra Attack allowing you two attacks in one turn, along with Action Surge for even another action.
The following list presents all the essential Fighter Battle Master Class Mechanics and Features in Baldur’s Gate 3:
- Primary Ability: Strength
- Subclass: Battle Master
- Armour Proficiency: Light, Medium, and Heavy
- Weapon Proficiency: Simple, Martial, and Shield
- Preferred Armor: Heavy
- Preferred Weapon: Greatsword
- Health Points: 10 HP + their Constitution Modifier, and then gain 6 HP + their Constitution Modifier every level thereafter.
- Second Wind: Heal yourself with a bonus action, gain access to this at level 1.
- Action Surge: Gain one additional action, acquired at level 2.
- Battle Master Subclass: Gain four Superiority Dice, which are d8s, obtained at level 3.
- Extra Attack: You can make an additional free attack after making an unarmed or weapon attack.
Fighter Best Subclass – Battle Master
Here’s the list of the Fighter’s Subclasses:
- Battle Master: is a more versatile subclass for the Fighter. They have several abilities that allow them to control the battlefield and debuff enemies. They are also proficient in a variety of weapons and armor, making them flexible characters.
- Champion: are the most straightforward subclass for the Fighter. They are focused on dealing with damage and being a durable frontline Fighter. This isn’t available in early access and will be a full game launch subclass.
- Eldritch Knight: is a subclass that combines the martial prowess of the Fighter with the spellcasting ability of the Wizard. They have a number of abilities that allow them to cast spells in combat, and they can also use their weapons to cast spells.
Baldur’s Gate 3 Battle Master Fighter Features & Progression
Battle Master will give you three passives you can pick from, along with Superiority Dice by 4. Superiority dice are a mechanic built into Fighter Attacks and can be replenished during a short rest.
- Superiority Dice: 4 (Level 3): Your Superiority Dice are d8s. You have 4. They fuel your Battle Master manoeuvers and are expended upon use. You regain expended Superiority Dice after a Short or Long Rest.
- Battle Manoeuvers (Level 3): Manoeuvers are powerful attacks that use superiority dice. You can choose three.
- Battle Manoeuvers (Level 7): Manoeuvers are powerful attacks that use superiority dice. You can choose two more
- Superiority Dice: +1 (Level 7): Gain an additional Superiority Dice
- Battle Manoeuvers (Level 10): Manoeuvers are powerful attacks that use superiority dice. You can choose two more
- Improved Superiority Dice (Level 10): The size of your Superiority Dice increases to 1d10.
Soldier is the Best Background for a Battle Master Fighter in Baldur’s Gate 3. This choice mostly influences roleplaying and dialogue options aspects and allows you to create unique characters. Additional choices are:
- Soldier: This background is a good choice for Fighters who want to focus on being a frontline fighter. Soldiers are proficient in various weapons and armor, and they have several skills that are useful in combat.
- Outlander: This background is a good choice for Fighters who want to focus on being a survivalist. Outlanders are proficient in Survival and Animal Handling and have several skills that are useful for traveling through the wilderness and surviving in harsh environments.
- Folk Hero: This background is a good choice for Fighters who want to focus on being a charismatic leader. Folk Heroes are proficient in Persuasion and Performance, and they have a number of skills that are useful for inspiring others and leading them to victory.
Best Race Choice Fighter Build
The Half-Orc is the best race choice for Fighter Battle Master in Baldur’s Gate 3 because the Relentless Endurance racial feature can save you from death dropping to 0 hit points you stay 1 for a turn. 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 Fighters build in Baldur’s Gate 3.
|Relentless Endurance||Hellish Resistance|
|Darkvision (12m)||Darkvision (12m)|
|Savage Attack||Free Spells|
The Fighter’s racial choice will not influence ability score, as race will 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 Fighter Battle Master Build
Acrobatics and Athletics are the best skills for the Fighter 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. They can be edited during character creation or with companions, during respec or reroll screen.
Here are the skills for Fighter in Baldur’s Gate 3:
While these skills are well-suited for the build, it’s important to consider your character concept and the specific challenges you may face in Baldur’s Gate 3. The selection of skills should align with your intended playstyle, complement your party composition, and reflect the narrative and roleplaying aspects of your character.
In Baldur’s Gate 3 each skill is related to a specific ability score and it’s effectiveness scales with the level of that score. You want to choose skills for your character that they already have a high ability score in. For example, if you want to have high Persuasion (which is used to influence dialogue choices), you need to have correspondingly high Charisma. Ideally, you want a party composition which includes a variety of high ability scores which can give you success in different skills.
For example, a primary Dexterity companion like Astarion can be the primary one to open locks with his Sleight of Hand ability. A primary Intelligence companion such as Gale can be used to investigate cursed objects or can take the lead in dialogue with Intelligence checks.The ideal configuration is to have one member with primary Dexterity, one primary Intelligence, one primary Charisma, and one primary Wisdom. This may not always work out, and may not be 100% necessary, depending on your own personal roleplay style, your preferred companions and how you like to play the game.
Best Fighter Ability Score
Below is the best ability score to unlock the full potential of the Best Baldur’s Gate 3 Battle Master Fighter Build:
The Best Ability Score for Fighter Build is high Strength of 16 and Constitution of 16 that way your melee abilities will do a lot of damage with a massive health pool for good survivability. The next priority is Dexterity at 14 so you have a higher initiative because going first or sooner means eliminating more enemies and taking less damage.
After you choose the class, subclass, race, and background, the game will automatically distribute your abilities in the character creation abilities tab. You will need to reprioritize your Battle Master stats for the chart for the Best Baldur’s Gate 3 Fighter Build. Simply use the plus-minus in the character creator and make sure you have the suggested race, or the numbers will be off.
Fighter 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 Fighter 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.
Fighter Class Level Progression
Level one follow our character creator to pick all correct background, race, skills, and ability distribution focusing on Strength and Constitution. Level one you unlock an ability that allows you to heal yourself. Don’t expect much gameplay-wise outside of attacking with a melee weapon. Aim to pickup a Greatsword right away. Level 3 you will get your subclass pick and a lot of utility then. Your goal is to get a two-handed weapon. Ideally, during the prologue, you get the Everburn Blade. Use the medium armor you have until you find better heavy and get a crossbow.
Fighting Style Choice
- Great Weapon Fighting: 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 just helps us not fail on dice rolls and gives us more reason to use two handed based weapons.
- Health Points: The Fighter class will have higher health than other classes, so be aware and prepare to force fights and jump in.
- Second Wind: You will receive a very powerful self-heal immediately called Second Wind. This allows you to heal yourself using a bonus action, not an action. This is very important because you can heal and attack in one turn.
Gameplay: at this level, you simply attack with a melee weapon and use the range attacks when you cannot close the distance. Save your heal when you need it.
Level two the Fighter gets a very powerful skill, Action Surge.
- Action Surge: gain one additional action. This allows the Fighter very early to take multiple actions, which will likely be attacked. This makes you formidable very early in the game. Moreover, you only need a Short Rest to replenish this, which can be done twice in the bottom right of your User Interface. Take replenish this resource, just Short Rest.
Gameplay you now have a way to get two attacks in one turn along with a self-heal. Play aggressively and charge in. Don’t forget to equip a bow because you want some type of range weapon when melee isn’t an option because of distance.
Level three you get access to your subclass and for this build, we want to select Battle Master.
Battle Master Subclass Unlocked: this will give you access to a new mechanic called Superiority Dice, which are d8s. Think of this as an additional resource that can be replenished during long rest. You will also get to select three maneuvers which are attacks that consume superiority dice. We suggest the following:
- Disarming Attack: Spend a superiority die to make an attack that deals an additional Ids damage and possibly forces the target to drop the weapons they are holding. This essentially shuts down completely weapon based damage dealer if you drop their weapon. You can use this at melee or at range and is super effective against Barbarians, Fighters, Longbow users. You can disarm and even pickup the weapon immediately following preventing the enemy from using it. This doesn’t work on casters, but amazing skill for the entirety of the game.
- Trip Attack: Spend a superiority die to make an attack that deals an additional 1d8 damage and possibly knocks the target Prone. The target must be Large or smaller. This attack is used for a stun in melee or at ranged. Prone is a status effect and this can be used on casters or none weapon based enemies. With these two maneuvers you will have battlefield control early instead of mindlessly swinging your two-handed weapon.
- Riposte: When a hostile creature misses you with a melee attack, expend a superiority die to retaliate with a powerful strike that deals an additional 1d8 damage. Your Fighter will most likely be taking a lot of damage, and if they miss this uses a reaction (not an action) and does some free damage in return using your superiority dice resource. Don’t use the resource if you are low and need a stun next turn.
Gameplay on the Fighter at this level gives you two types of control disarm and stun. You can also use Pommel Strike on a Greatsword to proc Daze as well. Continue to use crowd control and weapon damage and use Action Surge when you need another attack. Short rest after every battle if possible to replish your resources.
At level four you can take a feat or increased ability score for your main stat Strength. I recommend taking the Great Weapons Master feat at level 4 because it will help you make use of your bonus action offensively.
Great Weapon Master: 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.
Great Weapon Master does two things for you. One, it has a high risk high reward ability to add 10 damage BUT -5 attack roll penalty. You can turn this off in the Passive section on your toolbar, which will give you the normal percentage. At level four, this will lower your percentage significantly, but as your Strength increases and if you add in buffs like Bless, the percentage will come up into a respectable range of 60% or greater. Just go to passives and toggle GWM off, if you are in the 30% and want more consistent damage until a higher level.
Secondly, this feat allows you to use your bonus action after you successfully critical strike or kill an enemy. At level four, this is very helpful because our one weaknesses early is bonus action utility. Constantly getting kills and critical strike turns the Fighter into an offensive juggernaut. Combat should therefore be initiated using your action first, saving your bonus action for a Great Weapons Master attack.
You are just one level away from an awe-inspiring Extra Attack. At this level, you want to optimize Great Weapons Master, focusing on kills to get bonus action extra attack.
Level five is where the Fighter starts to feel very powerful. You get Extra Attack, along with Action Surge AND Great Weapon Master. Extra Attack does the following:
- Extra Attack: Allows you to make two attacks when you take the Attack action on your turn. This significantly boosts your damage potential in combat.
In one turn, you can attack twice with Extra Attack, kill an enemy or critical strike and attack again with Great Weapon Master. That’s three so far.
You use Action Surge and attack another two times for a total of 5 in one turn. You can make it 7 by either using a Potion of Speed or having someone cast Haste on you. This gives you another action once per turn.
And this is why the Fighter is so strong, in an action meta game, nothing beats it. You need to use superiority dice and those attacks sparingly when the situation calls for it. Otherwise, just keep it simple and blast people with multiple attacks!
At level 6, the Fighter gets another feat or ability improvement. We want to increase strength by +2 for a total of 18. This will help us hit harder, and more likely to land which is especially handy with Great Weapons Master. If you have this toggled off due to lower percentages of chances to strike, turn it back on. Also, use the spell Bless or have someone cast it on you for much higher percentages and big damage!
At level 7, the Fighter gets to pick two more maneuvers. Here are our suggestions:
- Precision Attack: Your next weapon attack gets an Attack Roll bonus equal to your Superiority Die. The nice thing about this attack is it doesn’t require an action, just a superiority die resource. You obviously want to use it with the highest amount of Superiority Die possible and it last until long rest. So, as soon as you get done long resting, you can activate it immediately for a big opener next fight.
- Pushing Attack: Spend a superiority die to deal damage type depending on the weapon used and possibly push the target back 4.5m. This is a simple knockback that can be used in melee or ranged. You can get many kills from knocking enemies of ledges and this gives you more battlefield crowd control.
At level 8 the Fighter gets another feat choice. Alert makes the most sense for the build.
Alert: You gain a +5 bonus to Initiative and can’t be Surprised.
At first, this feat may seem to be lack luster, but it’s incredible. The weakness of the Fighter is going way later in the round. If you can open up with the Fighter, crowd control, or kill multiple targets, your incoming damage is significantly reduced. Not to mention, just having a Fighter with high health and AC near targets will create a distraction. The lack of high Initiative is a big weakness of the Fighter because we don’t stack that much Dexterity, because of wearing heavy armor and strength-based damage. With 8 initiative you are going pretty early in the round if not first and that gives you a huge advantage.
Another reason this is so strong is the Surprised status effect. This essentially skips one round for you. In some fights, particularly dialogue-based consequences later in Acts 2 and 3, you will be Surprised after a conversation with combat starting immediately. Without this benefit, your entire team will miss one turn, then return to you. With high difficulty and the enemy is given a free round, you are starting a massive disadvantage. When you cannot be surprised and you go first, second or third, you can crowd control or outright kill high-damage dealers. This prevents a catastrophic round one nuke, and I cannot recommend this enough for specifically a Fighter build.
Not much happens at level 9 for the Fighter besides getting the class feature Indomitable.
Indomitable: Whenever you fail a Saving Throw, you can roll again, using the new result instead.
This is a simple passive feature that helps increase our survivability and requires zero action by you the player.
At level 10 the Fighter with Battle Master subclass will get an additional two battle maneuvers. Here are our suggestions:
- Sweeping Attack: Swing your weapon in a rapid, sweeping arc to attack multiple enemies at once. Roll your superiority die for damage. This attack acts as area based AOE damage. The weakness of the Fighter is lack of area damage outside of Cleave skill from our weapon. This isn’t super important, but if you need to get down multiple targets in one action, this is a good choice.
- Goading Attack: Deal an additional 1d8 and attempt to goad the target into attacking you. Target receives Disadvantage on attacking any other creature. Our Fighter isn’t necessarily a tank, but this skill can be useful when a Wizard or spellcaster is getting harassed by a damage dealer. Even if you don’t force them to attack you, you give them Disadvantage so likely they will do less damage even if they land an attack.
At level 11, the Fighter receives another INSANE bonus, Improved Extra Attack.
Improve Extra Attack: You can make two additional attacks after attacking with your main-hand weapon.
This makes the Fighter the most action-heavy class and build in Baldur’s Gate 3. You get multiple actions, then two more, along with an action surge for another action, and with Great Weapon Master you can use your bonus action for another attack. Not to mention if someone cast Haste on you or you use a Potion of Speed. This is why that Alert feat is so powerful at this level. If the Fighter goes early in the turn, and they cannot be crowd controlled by a caster, it’s nearly game over for the entire opposition.
We’ve reached max level in Baldur’s Gate 3, and improving our Strength to 20 is the play with this feat. At this level, you should feel insane powerful and we hope you enjoyed reading our leveling progression.
Best Companions for Fighter Build
Shadowheart, Gale, and Astarion make the best companions for the Fighter 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.
Best Gear for Baldur’s Gate 3 Fighter Battle Master Build
Beginner: Act 1
Here’s the best beginner gear for Fighter Battle Master Build in Baldur’s Gate 3:
|Gear Slot||Best Gear Item|
|Chest||Adamantine Splint Armour|
|Gloves||Gloves of the Growling Underdog|
|Boots||Boots of Speed|
|Necklace||Amulet of Restoration|
|Ring||Ring of Psionic Protection|
|Weapon 1 Main Hand||Everburn Blade|
|Weapon 2 Main Hand||Githyanki Crossbow|
- Grymskull Helm: Grants Resistance to Fire Damage. Attackers can’t land critical hits on the wearer. Grants Hunter’s Mark. Heavy Amour
- Defeate Grym, a construct boss at Level 8 in The Adamantine Forge (X:-558 Y:233), Grymforge
- Adamantine Splint Armour: All incoming damage is reduced by 2. When a melee attack hits you, the attacker is sent Reeling for 3 turns. No AC Bonus from Dexterity. Disadvantage on Stealth rolls. Attackers can’t land Critical Hits on the wearer.)
- Can be crafted at Grymforge, after defeating Grym golem during the Adamantine Forge Quest. (X: -593 Y: 309) & (X:-558 Y:233)
- Gloves of the Growling Underdog: The wearer gains an Advantage on melee attack rolls while surrounded by 2 or more foes.
Strength Saving Throws +1
- Chest behind Razglin’s throne room. (X295 Y69)
- Boots of Speed: Allows the wearer to Dash as a bonus action
- Give an antidote to Thulla in Myconid Colony.
- Amulet of Restoration: Gain – Healing Word: Cast Healing Word once per Long Rest. Mass Healing Word: Cast Mass Healing Word once per Long Rest.
- You can buy it from Derryth Bonecloak at Myconid colony in the Underdark
- Crusher’s Ring: Movement Speed increased by 3m
- Can be looted or stolen from Crusher in the Goblin camp in Act 1
- 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: + 1D4 Fire
- Can be looted from Commander Zhalk during the prologue
- Githyanki Crossbow
- Can be looted from Githyanki warriors near the path to Mountain Pass on the northwest side of the map.
Advanced: Act 3 End-Game
The following table presents the best advanced and end-game gear for Fighter Battle Master Build in Baldur’s Gate 3:
|Gear Slot||Best Gear Item|
|Head||Helm of Balduran|
|Cape||Cloak of Dispalcement|
|Gloves||Gauntlets of Hill Giant Strength|
|Necklace||Amulet of Greater Health|
|Ring||Ring Of Regeneration|
|Weapon 1 Main Hand||Balduran’s Githslayer|
|Weapon 2 Main Hand||Githyanki Crossbow|
- Helm of Balduran: The helmet heals you 2 hit points at the beginning of every turn; You have a + 1 bonus to Armor Class and Saving Throws; You can’t be Stunned. Attackers can’t land Critical Hits on the wearer.
- Dropped by Ansur after solving the puzzles in the Wyrmway
- Cloak of Displacement: the cloak activates, granting enemies Disadvantage on Attack Rolls that target the wearer.
- Merchant Entharl Danthelon South Span of Wyrm’s Crossing
- Helldusk Armour: You’re considered Proficient with this armor while wearing it; When you succeed Saving Throw, the caster receives Burning for 3 rounds; You have resistance for Fire Damage and cannot be Burned. You take 3 less damage from All sources.
- Dropped by Raphael in the House of Hope
- Gauntlets of Hill Giant Strength: Strength Saving Throw +1; Increases the wearer’s Strength to 23
- Can be looted from the Archive at the House of Hope.
- Helldusk Boots: Steadfast: You cannot be forcibly moved by a foe’s spells or actions, and you ignore the effects of Difficult Terrain. Infernal Evasion: When you fail a Saving Throw, you may use your reaction to succeed instead. Hellcrawler: Teleport to an area and deal 2d8 Fire damage where you land. The impact blast spreads in a 3m / 10ft zone.
- Found in a locked Gilded Chest on the top floor of Wyrm’s Rock Fortress
- 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
- Killer’s Sweetheart: When you kill a creature, your next Attack Roll will be a Critical Hit. Once spent, this effect refreshes after a Long Rest.
- From the Self-Same Trial in the Gauntlet of Shar in Act 2
- Ring Of Regeneration: At the beginning of your turn, the ring activates to heal you 1d4 Hit Points.
- Sold by Rolan at Sorcerous Sundries
- Balduran’s Giantslayer: On a hit, double the damage from your Strength Modifier. This weapon grants you Advantage on Attack Rolls against Large, Huge, or Gargantuan creatures. Weapon Enchantment +3. Giant Form (Class Actions)
- The reward for completing the Wyrmway trials in Act 3.
- Githyanki Crossbow: Piercing Shot: Shoot a foe in the chest and possibly inflict Gaping Wounds. Undead and Constructs can’t suffer Gaping Wounds; Brace (Ranged): Spend 6 m / 20 ft of your movement. For the rest of your turn, roll ranged damage twice and use the highest result.
- Can be looted from Githyanki warriors near the path to Mountain Pass on the northwest side of the map.
Best Fighter Consumables, Potions, and Items
The following list represents the best individual use consumable items that will aid in our Fighter Build:
- Potion of Speed: Gain extra action, +2 Armor Class, Advantage on Dexterity Saving Throws, and double movement speed making it the best consumable in the game.
- Elixir of Hill Giant Strength: Increases strength to 21 until long rest.
- Smokepowder Bomb: Throw bomb 18m with a 4m radius dealing 3d4+9 Force damage dealing a massive amount of area damage.
- Arrow of Fire: Deals +1D4 fire damage and create a fire surface for extra area damage.
- Greater Healing Potion: Use a bonus action to self-heal for 4D4+ 4 HP.
- Basic Poison: Use a bonus action to coat a weapon with poison.
- Feather Fall Scroll: Become immune to falling damage which helps to enter Underdark.
- Alchemist Fire: Throwable single target dealing 1d4 Fire damage per to turn to creature hit
Combat, Gameplay Tips, and Tricks in Baldur’s Gate 3
The Best Baldur’s Gate 3 Fighter Battle Master 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 combat gameplay tips and tricks specifically for playing a Fighter in Baldur’s Gate 3:
- Initial Turn: Make sure your initial move either puts you in melee range so you can strike or attack with a range weapon.
- Bonus Action: Make use of your bonus action with skills like Pommel or even shove to knock back enemies.
- Potion of Speed: Use these potions to gain bigger movement and more actions in challenging fights.
- Long Rest: Make sure to rest when your superiority dies are low so you start with many available.
- Equip Range: Find and equip a bow early because it will increase your kill potential and take advantage of Fighters weapon versatility.
- Make use of Action Surge: Action Surge is a powerful ability unique to Fighters. It grants you an extra action, allowing you to perform additional attacks, use an item, or even cast a spell. Save Action Surge for critical moments in combat or to gain an advantage over tough opponents.
- Action and Bonus Actions: Your main advantage as a Fighter is the multiple things you can do per turn. Try to make use of them all, whether it be dashing, Potion of Speed, Action Surge, or healing yourself, don’t let a turn go by that you don’t expend everything if you can.
- Maximize your Attacks: As a Fighter, you have the Extra Attack feature, allowing you to attack twice during your turn. Take advantage of this by positioning yourself strategically to make the most out of your attacks. Consider using Action Surge for an additional set of attacks, especially during critical moments or challenging encounters.
- Weapon Selection: Different Weapons give you different skills, and you should experiment with the best fit. Greatswords can do Cleave, an area attack that makes a great selection to add area damage on a heavy single-target build.
- Utilize Maneuvers: Take advantage of your maneuvers and superiority dice. These combat techniques allow you to perform additional actions, such as disarming enemies, knocking back, or dealing extra damage. Experiment with different maneuvers to adapt to different combat scenarios and exploit enemy weaknesses.
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 The best Fighter Build in Baldur’s Gate 3!
Baldur’s Gate 3 Fighter Build Summary Guide
- Ability: Strength
- Armor: Heavy
- Weapon: Greatsword
- Second Wind
- Action Surge
- Battle Master
- Extra Attack
- Battle Master
Skills with Proficiency
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