This Multiclass guide focuses on the Multiclass Wizard in Baldur’s Gate 3 (BG3), combined with the Sorcerer class, to create a powerful build.
- Multiclass Wizard Build Guide
This build has been updated for the patch 4 version of Baldur’s Gate 3.
Multiclass Wizard Build Guide
The Wizard class in Baldur’s Gate 3 are the masters of arcane magic in Baldur’s Gate 3. They have access to a wide range of spells, from powerful damage dealers to versatile utility spells. Wizards are best played as ranged spellcaster who stay behind their party members and focus on casting spells. Wizards can be very effective damage dealers, but they can also provide valuable support to their party by casting magic like buff spells, debuff spells, and healing spells.
This Wizard build uses multiclassing. Multiclassing means combining two classes, the Wizard and the Sorcerer, to increase the build’s combat potential in BG3. The Wizard Evocation subclass provides area damage without friendly fire, or causing damage to allies. The Sorcerer has Metamagic allowing you to manipulate magic and use your bonus action to cast an additional spell. This build will give you the versatility of the Wizard spellcasting class, with the powerful Metamagic from the Sorcerer. Below we will walk you through all the components of the Best Baldur’s Gate 3 Multiclass Wizard Build.
Multiclass Wizard Build Features
- Primary Ability: Intelligence
- Saving Throws: Intelligence and Wisdom
- Armour Proficiency: –
- Weapon Proficiency: Daggers, Quarterstaves, Light Crossbows
- Evocation Subclass: subclass focused on area damage with Evocation spells.
- Sculpt Spells: Allied creatures automatically succeed in their saving throws and take no damage from them.
- Evocation Savant: Learning Evocation spells from scrolls costs half as much, becoming 25 gold pieces per spell level.
- Arcane Recovery: replenish expended spell slots once per day out of combat.
- Learn Spells: Wizards can learn spells by reading scrolls and paying gold.
- Draconic Bloodline Subclass: specializes in elemental damage and spells.
- Draconic Resilience: When you aren’t wearing armour, your base Armour Class is 13.
- Draconic Resilience Hit Points: Hit Point maximum increases by 1 for each Sorcerer level.
- Metamagic: Add spell effects like changing range, multiple targets, and more.
- Dragon Ancestor: Allows you to specialize in draconic ancestry.
Multiclassing in Baldur’s Gate 3 allows your character to gain a level in a new class instead of advancing in their current class. To Multiclass in BG3, hit the top right plus button to add a class, so that it will bring up a new screen with the other classes in Baldur’s Gate 3.
Multiclassing grants most of the benefits of that new class, but there are some limitations. Your multiclassing character does not receive all the proficiencies of their new class. You also cannot multiclass when playing on Explorer Difficult.
Below is a list of Multiclass Proficiencies gained by taking one level in a new class:
|Barbarian||Shields, Simple Weapons, Martial Weapons|
|Bard||Light Armor, One skill, One instrument|
|Cleric||Light Armor, Medium Armor, Shields, Morningstars|
|Druid||Light Armor, Medium Armor, Shields|
|Fighter||Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons|
|Monk||Simple Weapons, Shortswords|
|Paladin||Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons|
|Ranger||Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons, One skill|
|Rogue||Light Armor, One skill|
|Warlock||Light armor, Simple Weapons|
Best Wizard Multiclass
The best class for the Wizard to multiclass into is the Sorcerer because you can get Metamagic, Bonus Action Utility, and a Dragon Ancestor. A secondary multiclass choice for Wizard is Sorcerer because you unlock Metamatic which can increase spell distance or targets.
|Bonus Action||Armour Proficiency|
|Dragon Ancestor||Channel Divinity Spells|
For this build, we recommend 9 levels into Wizard, and 3 levels into Sorcerer. This will allow you to reach level 5 spells, with many spell slots at level 12. You will be able to manipulate magic casting single target damage spells on two targets, or using your bonus action to cast two powerful area spells like Fireball.
We will start with 5 levels into Wizard first to unlock level 3 spells, then switch to 3 Sorcerer levels for Metamagic. For the remainder of the leveling process, you will switch back to Wizard. This will give you two feats, and a massive amount of utility with the most useful being Quickened Spell allowing bonus action spell casting. Follow along below in the leveling progression for the Best Baldur’s Gate 3 Multiclass Wizard Build.
High Half-Elf is the Best Race Choice for a multiclass Wizard Build because you gain Darkvision, Extra Cantrip, and Shield Proficiency, giving you powerful offensive and defensive capabilities. However, a secondary choice is the Asmodeus Tiefling because of their inherent Hellish Resistance and Hellish Rebuke, as well as Darkvision and Mage Hand cantrip.
The best Background for a Wizard Multiclass Build is Sage, Acolyte, and Noble because it has proficiency in History, Arcana, and Persuasion. Backgrounds in Baldur’s Gate 3 are a way to represent your character’s backstory and give them some starting skills and abilities.
The Best Ability Score for multiclass Wizard Build is 16 Intelligence, 16 Dexterity, and 14 Constitution. This will give you a good blend of damage with spell attacks, health pool, and evasion capabilities.
- Strength – 8
- Dexterity – 16
- Constitution – 14
- Intelligence – 16
- Wisdom – 10
- Charisma – 10
The most critical ability score for this build is 16 Intelligence for increased spell damage. 16 Dexterity helps your Armour Class and turn Initiative so you are likely to go sooner in combat order. Constitution is useful for higher health pools and concentration saving throws. Your Strength is sacrificed to hit high numbers across the board which can be a pain for hauling items and materials.
The Human race gives you extra carry capacity as well so consider that. Wisdom and Charisma are used in dialogue and exploration and if you prefer more points into these, sacrifice 2 Dexterity. While race is important for combat performance, if you pick something “sub optimal” it will not ruin your experience in the game. Pick a character, race, that resonates with you because you are likely to be spending a lot of time playing the Best Baldur’s Gate 3 Multiclass Wizard Build.
The best companions for a Wizard Multiclass build in BG3 are Shadowheart, Lae’zel, and Astarion. This will give you a balanced team with a Cleric for support, Lae’zel for tanking, and a Rogue for ranged damage, and utility.
- Shadowheart (Cleric): buffs, healing, and crowd control.
- Lae’zel (Fighter): melee damage, survivability, and utility.
- Astarion (Rogue): range damage, lockpicking, and utility.
Multiclass Wizard Build – Level Progression in Baldur’s Gate 3
Level 1 follow our character creator to pick all correct background, race, skills, and ability distribution focusing on Intelligence and Dexterity. You want to use cloth and a quarterstaff. If you’ve picked a High Half-Elf or a Human, you can equip a shield with a Quarterstaff for some extra AC. At Level 1, the Wizard will have access to three Cantrips, six spells, and four prepared spells. Here are our suggestions for the Best Baldur’s Gate 3 Multiclass Wizard Build:
- Firebolt: Hurl a mote of fire for 1~10 damage.
- Mage Hand: Create a spectral hand that can manipulate and interact with objects.
- Light: Infuse an object with an aura of light. Lasts until Long Rest.
- Mage Armour: Surround an unarmoured creature in a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier.
- Magic Missile: Create 3 darts of magical force, each dealing 1d4+1 Force to its target. The darts always hit their target. The strength of this ability is its 100% chance to land.
- Thunderwave: Release a wave of thunderous force that pushes away all creatures and objects (2d8 Thunder).
- Grease: Cover the ground in grease, slowing creatures within and possibly making them fall Prone.
- Sleep: Put creatures into a magical slumber. Select targets up to a combined 24 hit points.
- Chromatic Orb: Hurl a sphere that deals 3-24 elemental damage and possibly creates a surface on impact.
The most important practice at this level is to cast Mage Armor after every Long Rest. This spell gives you a +3 Armor Class (AC). While wearing clothing or light armor, you get another +3 AC due to having 16 Dexterity. This combination gives you 16 AC at level 1 while wearing zero armor. AC determines the likelihood of getting hit, rather than damage mitigation, but it is essential for survival early on.
The downside of this setup is that you lack spell slots. Using a level 1 spell slot immediately reduces your damage or spell availability. That’s why the High Half-Elf is a great racial choice. The Fire Bolt cantrip does great damage early on and does not use spell slots. You can also use Arcane Recovery to gain spell slots and should be using Sleep to crowd-control targets early.
As you progress through your levels, you will lean more on damage, and less on crowd control for utility. Your goal is to make use of your action with spells, and then bonus action with potions or consumables. At Level 1, your gameplay will revolve around the following spells Magic Missile for single-target damage, Sleep and Thunderwave for crowd control.
Level 1 Wizard Multiclass Spells: Thunderwave, Magic Missile, Mage Armour, and Sleep.
- Evocation Subclass: They can protect their allies from harmful Evocation spell effects.
- Sculpt Spells: Create pockets of safety within your Evocation Spell. Allied creatures automatically succeed in their saving throws and take no damage from them.
- Evocation Savant: Learning Evocation spells from scrolls costs half as much, becoming 25 gold pieces per spell level.
- Shield (spell selection): When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile.
- Find Familiar (spell selection): Summon a familiar, a fey spirit that takes an animal form of your choosing.
The Evocation subclass allows you to use area based damage spells and not hit allies. This makes you the best area based subclass for damage, and at level 5 the spell Fireball becomes much easier to use. For spell selection, Shield is a powerful defensive spell if you struggle with survivability. Find Familiar is a spell that helps you in exploration and looking in small places your main character cannot access. At this level, prepare Chromatic Orb which will add some area based damage.
Level 2 Wizard Multiclass Prepared Spells: Thunderwave, Magic Missile, Mage Armour, Sleep, and Chromatic Orb.
- Misty Step (spell selection): Surrounded by silver mist, you teleport to an unoccupied space where you can see up to 18m range.
- Scorching Ray (spell selection): Hurl 3 rays of Fire, each deal 2d6 Fire damage at 18m range.
For spell selection, Mist Step is a mobility tool that uses a bonus action and teleports you. You can use this offensively or defensively, and prepare this spell next level. Scorching Ray is a more powerful version of Magic Missile and will hit hard with 1 to 3 targets.
Level 3 Wizard Multiclass Prepared Spells: Thunderwave, Magic Missile, Mage Armour, Sleep, Chromatic Orb, and Scorching Ray.
- Flaming Sphere (spell selection): Summon a Flaming Sphere that deals 2d6 Fire damage to nearby enemies and objects. It also sheds bright light in a 6 m radius.
- Mirror Image (spell selection): Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3.
- Blade Ward (cantrip selection): Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks.
- Ability Improvement (feat selection): +2 to Intelligence.
Once you hit accept with more Intelligence, you can prepare another spell due to your increased Intelligence. At this level, we will prepare Flaming Sphere and Misty Step. Flaming Sphere is powerful at lower levels because it does good damage, soaks up damage for you, and can be a decoy. Mirror image is a helpful defensive spell that you can combine with Shield. If you struggle with survival at this level, flex in these two spells and remove Sleep and Flaming Sphere.
Level 4 Wizard Multiclass Prepared Spells: Thunderwave, Magic Missile, Mage Armour, Sleep, Chromatic Orb, Scorching Ray, Misty Step, and Flaming Sphere.
- Fireball (spell selection): Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
- Counterspell (spell selection): Nullify another creature’s spell as a reaction. The spell must be 3rd level or lower. If it is higher, you must succeed a Check to nullify it, the difficulty of which is based on the spell’s Level.
This level is a huge boost in power with Fireball and Counterspell. Fireball with Evocation subclass means you can cast this right on top of your allies and not damage them. Counterspell is powerful because it can shut down enemy casters and negate a incoming spell. Save one spell slot for Counterspell, typically only negate or counter a crowd control or an incoming kill shot.
In order to get both of these spells prepared, drop Sleep. The weakness of this build at this level will be crowd control. You can get around this by using scrolls of crowd control or an ally like a Cleric. Look for scrolls of Hold Person, Command, and Fear. Combine the scrolls for must-have stuns and CC when you need them and you will feel very powerful at this level. Now we are going to swap to the Sorcerer to pickup Metagmagic and another subclass with the Best Baldur’s Gate 3 Multiclass Wizard Build.
Level 5 Wizard Multiclass Prepared Spells: Thunderwave, Magic Missile, Mage Armour, Chromatic Orb, Scorching Ray, Misty Step, Flaming Sphere, Fireball, and Counterspell.
At this level we will multiclass the Wizard into a Sorcerer. To do this, hit the + and axe sign and click Sorcerer. You want to select the Draconic Bloodline subclass because it allows you to get 13 AC as a base. This will allow you to drop Mage Armour and stop preparing it. Below is what you unlock as a level 1 Sorcerer:
- Draconic Resilience (subclass feature): When you aren’t wearing armour, your base Armour Class is 13.
- Draconic Resilience (subclass feature): Hit Point maximum increases by 1 for each Sorcerer level.
- Draconic Ancestry (subclass feature): Red Fire is the damage type associated with your dragon ancestor. You gain Burning Hands Spell.
- Minor Illusion: Create an illusion that compels nearby creatures to investigate.
- Friends: Gain Advantage on Charisma Checks against a non-hostile creature.
- Bone Chill: Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls.
- True Strike: Gain Advantage on your next Attack Roll.
- Charm Person: Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue.
- Ice Knife: Throw a shard of ice that deals 1∼10 Piercing damage. It explodes and deals 2∼12 Cold damage to anyone nearby creating an ice surface.
Drop Mage Armour and prepare Shield for an extra defensive spell. Charm Person and Ice Knife are your spell selections which are always prepared. The Sorcerer will unlock a lot of cantrip choices. Generally, pick utility cantrips because you can use Fire Bolt for damage, and the other damage cantrips are weak. This subclass will give you dragon ancestry and a spell, go with Red Fire for burning hands. The next two levels we get access to some Metamagic resources.
Level 6 Wizard Multiclass Prepared Spells: Thunderwave, Magic Missile, Shield, Chromatic Orb, Scorching Ray, Misty Step, Flaming Sphere, Fireball, Counterspell, Charm Person, and Ice Knife.
- Metamagic Distance Spell: Increase range of spells.
- Megamagic Twinned Spell: Cast a single target spell on multiple targets.
- Feather Fall (spell selection): You and nearby allies gain Immunity to Falling damage.
Metamagic essentially lets you manipulate spells to add range, cast on multiple targets, and more. Sorcery Points can be converted into additional Spell Slots, allowing you to cast more spells in between Long Rests. At level two, you get to select two Metamagic Options out of four: Careful, Distant, Extended, and Twinned. We suggest taking Twinned and Distance. You will gain 2 Sorcery Points and 1 per level as a Sorcerer. This resource replenishes per Long Rest, so you won’t have a lot with this multiclass Wizard so be careful.
Twinned Spell will allow you to cast a single target spell on two targets. At this level, you can cast Chromatic Orb twice using this with 1 Sorcery point. As you level up, even more powerful single target spells like Blight can be cast on two targets. This also doesn’t consume a second spell slot making it incredibly powerful. For spell selection at this level, pickup a utility spell like Feather Fall and we will use one more level in Sorcerer to get Quickened Spell for the Best Baldur’s Gate 3 Multiclass Wizard Build.
Level 7 Wizard Multiclass Prepared Spells: Thunderwave, Magic Missile, Shield, Chromatic Orb, Scorching Ray, Misty Step, Flaming Sphere, Fireball, Counterspell, Charm Person, Ice Knife, and Feather Fall.
- Metamagic Quickened Spell: Spells that cost an action cost a bonus action instead.
- Hold Person (spell selection): Hold a humanoid enemy still. They can’t move, act or react. Attacks from within 3m are always Critical Hits.
Quickened Spell is one of the main reasons to multiclass the Wizard. This allows you to cast two powerful spells in one turn. There’s only one other way to get your bonus action to cast spells and that’s via the Tadpole powers. You will only have 3 Sorcery points at this level, but you can use Quickened Spell once per Long Rest. At this level, try casting Fireball and Fireball via Metamagic Quickened Spell and you will be glad you multiclass this Wizard.
Level 8 Wizard Multiclass Prepared Spells: Thunderwave, Magic Missile, Shield, Chromatic Orb, Scorching Ray, Misty Step, Flaming Sphere, Fireball, Counterspell, Charm Person, Ice Knife, Feather Fall, and Hold Person.
Swap back to Wizard, and unlock more spells and a subclass feature. Your prepared spells might have reverted back to default so make sure you check and match up what you previously had or reference my picture above.
- Potent Cantrip (subclass passive): Your cantrips become hard to evade entirely.
- Haste (spell selection): Target yourself or an ally to become Hastened: Gain an action, become faster and harder to hit.
- Slow (spell selection): Alter time around up to 6 enemies to Slow them. They won’t get far, they can’t do much, and they’re easier to hit.
The most important spell to unlock and prepare is Haste. With Wizard Multiclass and Twinned, you can cast this on yourself and another player on turn one. This will give you two actions per turn and another player. This spell requires concentration so do not cast another concentration spell! Slow is a very powerful crowd control spell for fights with many targets.
Level 9 Wizard Multiclass Prepared Spells: Thunderwave, Magic Missile, Shield, Chromatic Orb, Scorching Ray, Misty Step, Flaming Sphere, Fireball, Counterspell, Charm Person, Ice Knife, Feather Fall, Hold Person, and Haste.
- Ice Storm (spell selection): Impel a storm of hail ice to crash from the sky, covering the ground and striking all objects and creatures within range.
- Banishment (spell selection): Temporarily Banish your target to another plane of existence
Drop Flaming Sphere at this level because it’s not effective any longer, and prepare both new spells. Ice Storm is a great area damage ability with a huge radius. Banishment is one of the best single target spells in the game. At this stage, you will now have better crowd control and powerful area damage.
Level 10 Wizard Multiclass Prepared Spells: Thunderwave, Magic Missile, Shield, Chromatic Orb, Scorching Ray, Misty Step, Fireball, Counterspell, Charm Person, Ice Knife, Feather Fall, Hold Person, Haste, Ice Storm, and Banishment.
- Ability Improvement (feat selection): Add +2 Intelligence
- Blight (spell selection): Plants take maximum damage from this spell, and have Disadvantage on the Saving Throw against it.
- Animate Dead (spell selection): Create an undead servant from a corpse.
Blight is a high damage single target spell with a medium range. You can use Twinned to cast it on two targets. Necrotic damage is useful at this point because some targets are resistance to fire, ice, etc. Keeping a variety of elemental damage spells is handy for maintaining high damage, just make sure to examine targets if you are unfamiliar with and check their resistances.
Level 11 Wizard Multiclass Prepared Spells: Thunderwave, Magic Missile, Shield, Chromatic Orb, Scorching Ray, Misty Step, Fireball, Counterspell, Charm Person, Ice Knife, Feather Fall, Hold Person, Haste, Ice Storm, Banishment, and Blight.
Congratulation on reaching the maximum level using the Best Baldur’s Gate 3 Multiclass Wizard Build! You will be able to unlock and prepare two level 5 spells at this level.
- Cone of Cold (spell selection): Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands.
- Cloudkill (spell selection): Craft a large cloud that inflicts 5∼40 Poison damage per turn. You can reposition the cloud every turn. The cloud Heavily Obscures everything within it.
Sticking to the theme of the build, you want to select area based damage spells. Cone of Cold is a conal high damage frost spell with medium range. Cloudkill is a massive area damage spell that you can reposition dealing poison damage. You want to place this on a choke point that enemies have to travel through for big damage.
Here’s a summary of how to use the Multiclass Wizard Build:
- Single Target Damage: Magic Missile, Scorching Ray, Blight
- Area Damage: Fireball, Ice Storm, Cone of Cold, Cloudkill
- Crowd Control: Charm Person, Hold Person, Banishment
- Defensives: Shield, Misty Step, Mirror Image
Level 12 Wizard Multiclass Prepared Spells: Thunderwave, Magic Missile, Shield, Chromatic Orb, Scorching Ray, Misty Step, Fireball, Counterspell, Charm Person, Ice Knife, Feather Fall, Hold Person, Haste, Ice Storm, Banishment, Blight, Cone of Cold, and Cloudkill.
Recommended Gear for Baldur’s Gate 3 Multiclass Wizard 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 the Best Baldur’s Gate 3 Multiclass Wizard Build includes suggested sets and alternatives for Act 1 and Act 3.
Beginner: Starting the Game
This gear is meant for Act 1 gear, and the meta chart is something for you to progress to by the end of the game, Act 3. Here’s the best beginner gear for Evocation Wizard Build in Baldur’s Gate 3:
|Gear Slot||Best Gear Item|
|Head||Circlet of Blasting|
|Chest||The Protecty Sparkswall|
|Gloves||Bracers of Defence|
|Necklace||Amulet of Misty Step|
|Ring||Ring of Colour Spray|
|Weapon 1 Main Hand||Melf’s First Staff|
- Circlet of Blasting: Can cast the spell Scorching Ray once per Long Rest. Sold by Blurg in the Myconid Colony.
- The Protecty Sparkswall: 10 AC + Dexterity modifier, +1 bonus to spell saves. Looted in Gilded Chest in Grymforge X: -645 Y: 360.
- Bracers of Defence: You gain a +2 bonus to Armour Class as long as you are not wearing armour or holding a shield. Obtained in Necromancers cellar in Blighted Village
- Cinder Shoes: whenever you Burn an enemy, you gain 2 turns of Heat. Sold by Blurg in the Myconid Colony, Underdark.
- Amulet of Misty Step: Grants Misty Step Level 2 Conjuration Spell. Found in a Gilded Chest (X386 Y8) in Defiled Temple
- Ring of Colour Spray: Once per Battle, you can cast the Colour Spray spell. Obtained in Harpy’s Nest Secluded Cove (X:326, Y:495).
- Sunwalker’s Gift: the wearer can see in the dark up to 12m (used for non-Darkvision races like Dragonborn, Githyanki, etc). Buy it from Blurg in Myconid Colony in the Underdark.
- Alternative: The Sparkswall: the wearer cannot be electrocuted and gains resistance to lightning damage. Obtained in a chest in Arcane Tower, Underdark Act 1.
- Melf’s First Staff: 1d6 + 1 bludgeoning damage, gain +1 bonus to spell save DC, spell attack rolls, and Melf’s acid Arrow once per long rest. Sold by Blurg in the Myconid Colony.
The following table presents the best advanced and end-game gear for the Evocation Wizard Build in Baldur’s Gate 3:
|Gear Slot||Best Gear Item|
|Cape||Cloak of the Weave|
|Chest||Robe of the Weave|
|Boots||Disintegrating Night Walkers|
|Ring||Shifting Corpus Ring|
|Weapon 1 Main Hand||Markoheshkir|
- Helldusk Helmet: Cannot be critical hit or blinded and gain +2 bonus to Saving Throws against spells. Found inside the House of Hope treasure room in front of Raphael’s Boudoir.
- Cloak of the Weave: You gain a +1 bonus to Spell Save DC and Spell Attack Rolls. Sold by Helsik at the Devil’s Fee once her special stock is unlocked.
- Robe of the Weave: 10 AC, gain +2 AC, gain +1 bonus to spell save DC and Spell attack rolls.
- Quickspell Gloves: Cantrips that cost an action cost a bonus action instead. This effect can be used once per Short Rest. Can be purchased at Lorroakan’s Projection at Sorceror’s Sundries
- Disintegrating Night Walkers: Can’t be Enwebbed, Entangled, or Ensnared and can’t slip on grease or ice; Misty Step once per Short Rest. Dropped by True Soul Nere at the Grymforge.
- Spellcrux Amulet: allows spell slot replenishment as a bonus action. Looted from The Warden in Moonrise Towers Prison X: 569 Y: -650.
- 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. Can be found lying on the ground inside the Gauntlet of Shar ( X: -833 Y: -729).
- Shifting Corpus Ring: Gain access to the Invisibility and Blur spells. Drop by Fist Marcus at the Last Light Inn
- Markoheshkir: You gain a +1 bonus to Spell Save DC and spell attack rolls and can remove one spell cost. At Ramazith’s Tower, get to the lower level by jumping from the balcony with Feather Fall active.
Consumables, Potions, and Items
Consumables are items that can be used once and then destroyed. They are typically used to restore health or other resources. Some common types of consumables include potions, scrolls, food, drinks, and arrows.
The following list represents the best individual use consumable items that will aid in the Best Baldur’s Gate 3 Multiclass Wizard 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 Greater Healing: 4d4 + 4 hit points restored.
- 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.
Best Baldur’s Gate 3 Multiclass Wizard Build Guide Summary
- Evocation (Wizard)
- Draconic Bloodline (Sorcerer)
- Strength 8
- Dexterity 16
- Constitution 14
- Intelligence 16
- Wisdom 10
- Charisma 10
- Level 1 – Arcane Recovery
- Level 2 – Evocation Subclass
- Level 3 – Misty Step Spell
- Level 4 – Feat +2 Intelligence
- Level 5 – Fireball Spell
- Level 6 – Multiclass Draconic Bloodline Sorcerer
- Level 7 – Metamagic: Distanced & Twinned
- Level 8 – Metamagic: Quickened
- Level 9 – Haste Spell
- Level 10 – Ice Storm Spell
- Level 11 – Feat +2 Intelligence
- Level 12 – Cone of Cold Spell
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