This solo guide focuses on the key aspects of a Bard build in Baldur’s Gate 3 (BG3), intended to play solo without companions.
This build page has been updated for the patch 6 version of Baldur’s Gate 3.
Best Solo Bard Build Guide
In Baldur’s Gate 3, the Bard is a charismatic class using spellcasting and melee attacks to offer support, offense, and utility. Bards are the ultimate jack-of-all-trades, adaptable and engaging, with emphasis on social and dialogue dynamics. However, this Bard will be a bit different, intended for players looking to complete BG3 solo.
As such, we’ve designed this solo designed for high performance in combat especially if you wish to play on Honour Mode difficulty. This build will utilize multiclassing to gain the most power possible. You can expect a ranged damage-dealing Bard which emphasises invisibility and stealth for survivability. Let us continue, explaining how to use the Best Baldur’s Gate 3 Solo Bard Build!
Solo Bard Build Features
The following list presents all the essential solo Bard Build Mechanics and Features in Baldur’s Gate 3:
- Primary Ability: Dexterity
- Saving Throws: Dexterity and Charisma
- Subclass: College of Sword
- Armor Proficiency: Light Armour (medium at level 3)
- Weapon Proficiency: Simple Weapons, Hand Crossbows, Rapiers, Longswords, Shortswords, Rapiers (Scimtars at level 3)
- Preferred Armor: Medium Armour after level 3
- Preferred Weapon: Longbow (must be Elf Race)
- Bardic Inspiration: Add a +1d6 bonus to the allies next Attack Roll, Ability Check, or Saving Throw.
- Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Blade Flourish: Changes Bardic Inspiration to weapon-based attacks.
- Rogue Thief Subclass: grants Bonus Action and resistance to falling damage.
- Advantage: gain an additional dice roll d20 if you strike while hidden.
- Sneak Attack: Deal additional damage while having an advantage.
- Fast Hands: You gain an extra Bonus action.
- Archery Fighting Style: You gain a +2 bonus to Attack rolls you make with ranged Weapons.
- Action Surge: Immediately gain an extra action to use this turn.
Related:
How to Play the Bard Solo in Baldur’s Gate 3
Baldur’s Gate 3 can be played solo by either opting to disregard companions or recruiting them and later dismissing them to your camp. Although playing a Bard build solo presents a challenging experience, it is possible to complete the entire game solo on Tactician or Honour Mode difficulty.
Below are some general tips on how to play the best Bard build in BG3 Solo:
- Loot Everything: You will need a lot of gold to buy consumables, potions, and ammunition so loot and sell constantly.
- Crafting: Elixirs and potions are vital, and you need to purchase materials when trading for crafting.
- Reach Level 6: Spend the early part of the game completing every quest to reach level 6 where your power dramatically increases.
- Sell Often: Your carrying capacity will be limited so sell often, and store excessive items in your traveler’s chest.
- Stealth: Start combat in stealth if at all possible to trigger the Surprise status effect.
- Consider Illithid Powers: While it can come with an altered appearance, the powers are powerful and can help you.
- Oils + Elixiris: Combine both oils/coatings and Elixir during combat for a dual benefit.
- Persuasion: Try to avoid combat through dialogue if possible.
In summary, solo can be a difficult and rewarding experience. Our opinion is, that early in the game it can be a struggle to survive. As you reach levels 5 and 9, you dramatically increase your power. Take your time during the transition period to find the best armor, items, gear, and consumables. Also, spend time selling, trading, stockpiling, and crafting items. We will explain more about these topics throughout this guide, Best Baldur’s Gate 3 Solo Bard Build.
Also Check:- BG3 Interactive Map
Character Creation
Race
Wood Elf is the best choice for a Solo Bard Build because it gives Longbow proficiency, Darkvision, and the highest movement speed per turn in BG3. A secondary choice is Duergar Dwarf who receives superior dark vision, Enlarage, and Invisibility spells. We highly suggest taking the Wood Elf due to its movement speed and default Longbow proficiency which is helpful early in Act 1.
Here is the best race choice for a solo Bard build in Baldur’s Gate 3:
Ability Score
The Best Ability Score for solo Bard Build is 16 Dexterity, 16 Charisma, and 14 Constitution. Dexterity influences your ranged damage and chance to land, along with giving you higher initiative rolls going earlier in combat. Having a high Charisma influences spellcasting alongside dialogue and skills. Lastly, the Constitution determines health and concentration saving throws. This build is designed to have very low Strength because you can either use the Hill Giant Club or Elixir of Hill Giant Strength to gain high strength. This is useful in Act 1 with the Titanstring Bow.
Below is the best ability score for a solo Bard in Baldur’s Gate 3:
- Strength – 8
- Dexterity – 16
- Constitution – 14
- Intelligence – 10
- Wisdom – 10
- Charisma – 16
You can increase your ability score via a quest in Act 1, Act 2, and Act 3. Make sure to check out our Permanent bonus guide on how you can boost your ability score through quests.
Background & Skills
The best Background for a solo Bard is Urchin because it gives proficiency in Sleight of Hand and Stealth. This is helpful for a solo player who cannot rely on a Rogue to lockpick items. 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 skills to select for the Solo Bard build are Acrobatics, Performance, and Persuasion. These all have an impact on dialogue and exploration and will pair well with Stealth and Sleight of Hand. The downside of the build is lower intelligence and Wisdom which hurts on some skill checks. However, combat is where it shines, and is worth sticking with our suggestions.
Best Solo Bard Build – Level Progression in Baldur’s Gate 3
Level 1
At level 1, you should follow our Solo Bard Build character creation steps. Select the correct background, race, skills, and ability score focusing on Dexterity and Charisma. You won’t be able to pick your subclass until level 3, so expect a slow start in terms of performance. For this build, we will focus on the Bard for 6 levels before switching to the Rogue Thief. This is primarily to unlock Extra Attack which allows for two attacks in one action. Beyond that the power in the Bard fades, but we will walk you through the steps. Here’s what you unlock as a Level 1 Bard:
Cantrip Selection
- Mage Hands: Create a spectral hand that can manipulate and interact with objects.
- Friends: Gain Advantage on Charisma Checks against a non-hostile creature.
Spell Selection
- Tasha’s Hideous Laughter: Leave a creature Prone to laughter, without the ability to get up.
- Thunderwave: Release a wave of thunderous force that pushes away all creatures and objects.
- Cure Wounds: Heal a creature you can touch.
- Sleep: Heal a creature you can see.
The early spells for the Bard are somewhat weak in comparison to other classes, especially without a subclass unlocked. Tasha’s Hideous Laughter is your crowd control to knock an enemy prone and “stun” them. Thunderwave is a helpful knockback that can be used to instantly kill enemies off ledges. Cure Wound is a powerful healing spell early on that you can combine with a potion in the same turn. Moreover, the Sleep spell is extremely strong during the first 1-3 levels though it fades beyond level 3.
Your goal in the early Bard levels is to do range attacks and rely on spells for knockbacks and stuns.
Bard Solo Level 1 Spells: Tasha’s Hideous Laughter, Thunderwave, Cure Wounds, and Sleep.
Solo Bard Gameplay & Priorities
During the early phase of BG3, the Solo Bard should equip a Longbow immediately or a Shortbow during the prologue. As you pick your subclass at level 3, you will then unlock more weapon and armour options. Although the traditional Bard focuses on utility and buff spells, this solo build will allow for a more ranged weapon damage dealer build. Theferore, look to acquire Elixir of Hill Giant Strength, Potion of Speed, and Oil of Accuracy consumables. These three consumables “stack” allowing for massive damage and your Solo Bard will feel very powerful immediately.
Your overall priority with the Solo Bard build is the following:
- Complete Prologue
- Recruit Companions
- Unlock Withers, respec companions to proper class/ability score
- Collect the Necromancy of Thay (important in Act 3)
- Reached Hollowed City/Druid Grove
- Sell, Stock up, complete quests
- Unlock summons, Scratch, Shovel
- Progress to level 5
- Reach Underdark and Grymforge
- Obtain Titanstring Bow and Hill Giant of Strength and use together
- Check all Permanent Bonuses in Act 1 and the best Gear
- Act 1 Checklist for step-by-step completion
Following these steps ensures a strong foundation for solo play.
Level 2
At level 2, the Bard unlocks a class feature, more spell slots, and another learned spell. Below is our recommendation for level 2:
- Jack of All Trades (class feature): Your vast experiences make you more likely to succeed in any undertaking. Add half of your Proficiency Bonus (rounded down) to Ability Checks that you are not Proficient in.
- Song of Rest (class action): You and your allies are revitalized like you would have taken a Short Rest.
- Dissonant Whisper (spell selection): Frighten a creature: it will be easier to hit and cannot move.
At this level, you get some utility features and spells. Jack of All Trades it exploration focus and helps with non-combat situations. Song of Rest acts as a free short rest keeping you from having to use healing potions or spells to recover health. Dissonant Whisper is a ranged immobilization spell that also does damage. Next level you can finally unlock your subclass and work towards feeling like a unique Bard build.
Level 3
At level three you get to pick a subclass. The obvious choice is College of Swords because it unlocks all the weapon-based damage attacks and a fighting style. Below are our recommendations and selections for this level:
- Invisibility (spell selection): Touch a creature to turn it Invisible.
- Two-Weapon Fighting (Fighting Style): When you make an offhand attack, you can add your Ability Score Modifier to the damage of the attack.
- Slashing Flourish (subclass feature): Attack up to 2 enemies at once.
- Defensive Flourish (subclass feature): Attack defensively, increasing your Armour Class by 4 if you hit.
- Mobile Flourish (subclass feature): Thrust your weapon with enough force to push your target back 6m. Afterward, you can Teleport to the target.
- Proficiencies Gained (subclass feature): Scimitar and Medium Armour.
- Skill Proficiencies: Sleight of Hand and Stealth
- Searing Smite (Zariel Tiefling spell): Your weapon flares with white-hot intensity. It deals your weapon damage, an extra 1d6 Fire damage, and marks the target with Searing Smite. The target takes 1d6 Fire damage every turn until it succeeds on a Constitution Saving Throw.
New Bard Subclass Actions
The main premise of the subclass unlocks are three new actions that consume Bardic Inspiration changes and have an added effect in combat. Slashing, Defensive, and Mobile can be used at range or in melee. Slashing Flourish is great for area damage (multiple enemies), Defensive is great for increasing your AC (harder to hit you), and Mobility is an awesome knockback that can be used to instantly kill enemies off ledges.
Unfortunately, the Fighting Style isn’t relevant to this build. While you can choose to use melee weapons, it’s not advised to play solo at this stage of the game. Moreover, we can obtain the Archery Fighting Style with multiclassing into the Fighter, so you will not miss out on that bonus. Next, you will want to progress to level 6 for Extra Attack which is the main boost in overall power with the Solo Bard build using the College of Sword subclass.
New Bard Proficiencies
Lastly, you gain proficiency in medium armor and Scimitar. Scimitars can be a great weapon, but require melee range and it’s safer to use Longbows and crowd control playing solo. Medium armor gives higher AC but caps your AC to +2. Later in the game, you can get item sets that remove this cap giving you massive AC, thus making you very hard to hit. Feel free to use either light or medium depending on the bonuses and work towards collecting Act 3 gear sets with medium and Longbow weapons and armor.
Level 4
At level four, you face an important decision, do you choose a feat to enhance your weapon damage or increase an ability score? For the most potent ranged setup, select the Sharpshooter feat. This feat nullifies the penalties associated with the High Ground Rules, ensuring your ranged attacks remain undeterred. Moreover, it grants an additional 10 damage to your ranged weapon attacks, albeit at the cost of a -5 penalty to your Attack Roll. This feature is represented by an icon that can be toggled on or off in the passive sections of your toolbar. The trade-off is more damage at the expense of slightly reduced accuracy.
While Sharpshooter may lower your hit chance, spells like Bless can help mitigate this drawback, enabling you to unleash massive damage upon your foes. At a later stage, you’ll have the opportunity to acquire another feat. If maximizing your Dexterity before reaching the maximum level is your priority, opt for the +2 Dexterity boost. However, bear in mind that Gloves of Dexterity, found in Act 1, can permanently elevate your Dexterity to 18, rendering the +2 Dexterity feat less crucial.
Lastly, if you didn’t choose the Wood Elf race at this point, consider the Gloves of Archery as your primary item in Act 1. This will grant proficiency with Longbows, and continue to fit the premise of the build.
Hold Person (spell selection): Hold a humanoid enemy still. They can’t Move, Act, or React. Attacks from within Range: 3 m are always Critical Hits.
Level 5
At level five, Bardic Inspiration is enhanced going from a 1d6 to 1d8 benefit on attack rolls. You also gain all Bardic Inspiration on a short rest. Below is what is unlocked as a level 5 Solo Bard:
- Font of Inspiration (class features): You regain all your Bardic Inspiration after a Short or Long Rest.
- Improved Bardic Inspiration (class features): The bonus gained from Bardic Inspiration increases to +1d8 and +1d10.
- Glyph of Warding (spell selection): Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy the selected magical effect will trigger.
At level 5 select Glpyh of Warding because you can select the specific elemental type. Moreover, you can use this as a trap to lead targets down a choke point and trigger a big explosion.
Level 6
At level 6 we gain Counter Charm, Extra Attack, and another spell. Here are the details at this level:
- Counter Charm (class feature): You and any allies within 9m have Advantage on Saving Throws against being Charmed or Frightened.
- Extra Attack (subclass feature): Can make an additional free attack after making an unarmed or weapon attack.
- Stinking Cloud (spell selection): Create a cloud of gas so nauseating it prevents creatures from taking action.
Level 6 gives us an Extra Attack making one attack deliver two attacks increasing our damage radically. The only issue with the Bard at this point is the lack of bonus action utility. You don’t have many ways to combo your action with a bonus action. After this level, the Bard’s power fades, but we reach the critical point where our damage should skyrocket. Remember to combo Potion of Speed with Elixir of Bloodlust. If you kill one target during that turn, Bloodlust will trigger another action, and combined with Speed you will have 3 actions!
Ending Act 1 with the Solo Bard
By the time you get to Level 6 with the Solo Bard BG3, you should be close to finishing Act 1 content. Be sure to visit vendors again and stock up on camp and alchemy supplies. Moreover, check out the best Act 1 items. Additionally, you don’t want to miss the permanent bonuses you can acquire in Act 1. Lastly, Grymforge has powerful armor and weapons (Adamantine) that can aid you well into Act 3. Consider taking the time to craft a couple of items there before transitioning to Act 2, when you won’t be able to return to this map.
Level 7
At level 7, we suggest switching to the Rogue class. To do this, simply click the + sign with two access for multiclass. Select your class then a popup will appear on what you can select. The reason we want to use the Rogue is mainly for the Thief subclass and an additional feat with a four-level investment. Below is what you unlock at level 1:
- Skill: Acrobatics (both expertise and proficiency)
- Sneak Attack (Ranged & Melee): Deal an additional to an enemy you have Advantage against. Attack/Save: Ranged Attack Recharge: Once per turn. To gain an Advantage, you need to be hiding or that enemy to be engaged with another in 1.5 meters.
Sneak Attack Explained
Once you’ve accepted the Rogue class, access the reactions tab and select “ask” in reactions. This action will initiate or trigger Sneak Attack damage if you haven’t used the attack. Similar to a Paladin’s Divine Smite, it straightforwardly adds damage if you attack from stealth or have an advantage. Keep an eye out for the appearance of a signal near your mouse, indicating Advantage when nearing an attack. Sneak Attack damage scales with level, underscoring the importance of leveraging sneak, stealth, and finding opportunities to exploit this core mechanic of the Rogue.
Level 8
With a second-level investment into the Rogue, you unlock additional bonus action utility skills below:
- Cunning Action Hide: Hide from enemies by succeeding Stealth checks. Stick to the dark and avoid enemy sightlines. Attacking or casting a spell will reveal your location.
- Cunning Action Dash: Cover more distance this turn: double your Movement Speed.
- Cunning Action Disengage: Retreat safely: moving won’t provoke Opportunity Attacks.
These additional bonus action utility items are incredibly useful for mobility and hiding. Next level, the solo Bard will get another bonus action per turn making it much more likely to use these frequently. Specifically, Hide or Dash should be used to end a turn in stealth or out of the enemy’s line of sight.
Level 9
With a third-level investment into Rogue, we unlock a subclass selection. The Thief is the best due to a bonus action. Below is what you unlock with this selection:
- Fast Hands (Level 3): Gain an additional bonus action.
- Second-Story Work (Level 3): You’ve mastered the art of falling and gaining Resistance to Falling damage.
The Fast Hands passives ensure that bonus actions like Potions, Oils, and Cunning Hide don’t deplete this resource. Aim to utilize both your actions and bonus actions at every turn, if possible. Additionally, we recommend consistently attempting to conclude your turn in a concealed location using Cunning Hide if you have a bonus action. Even with nearby enemies, there’s a chance of success in this check, allowing you to remain hidden. This triggers Advantage when you attack, resulting in extra sneak damage.
Level 10
At level 10, you will want to increase your solo Bard’s Dexterity to 18. In Act 3, you can do the Mirror of the Loss quest with the Shadowheart companion. This puzzle and speech check and reward you with a permanent +2 to Dexterity. Thus, you will have high Dexterity with only one ability score improvement. However, you need to make sure not to miss this puzzle and complete Shadowheart’s story for the most damage possible with this build.
Level 11
At level 11, we want to swap to another class and that’s the Fighter. To add a third class, select the + sign in the upper right of the leveling screen. The Fighter will unlock a subclass at level 3, but we will be one short. At level 1 in Fighter, you unlock a weak heal at the end game, but another fighting style. Archery Fighting Style You gain a +2 bonus to Attack rolls you make with ranged Weapons. This bonus is a helpful bonus to attacks with our Longbow. Next level we will unlock a very powerful class feature, Action Surge.
Level 12
Congratulations on reaching the maximum levels with the Best Baldur’s Gate 3 Solo Bard Build! Level two with the Fighter will unlock the Action Surge class feature. Immediately gain an extra action to use this turn. This is when your build should feel very powerful, getting an extra action, combined with Extra Attack and additional bonus action. This will give you many ways to attack and use consumable items and movement per turn. Now, look below for recommended gear sets for the Bard build.
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Best Gear for Baldur’s Gate 3 Solo Bard 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, armour, weapons, scrolls, and much more. There are three Acts in BG3, and Best Baldur’s Gate 3 solo Bard Build Guide includes suggested sets and alternatives for Act 1 and Act 3.
Beginner: Starting the Game
Here’s the best beginner gear, items, and equipment for the best Bard Build in Baldur’s Gate 3:
Gear Slot | Best Gear Item | Effect |
---|---|---|
Head | Shadow of Menzoberranzan | Invisibility skill |
Cape | – | |
Chest | Adamantine Scale Mail | 16 AC & Crit Immunity |
Gloves | Gloves of Archery | +2 Ranged Damage |
Boots | Disintegrating Night Walkers | Free Misty Step |
Necklace | Moondrop Pendant | No Opportunity Attacks |
Ring | Caustic Band | +2 Acid Damage |
Ring | Fetish of Callarduran Smoothhands | Free Invisibility Spell |
Weapon 1 Main Hand | Club of Hill Giant Strength | 19 Strength |
Weapon 2 Off-Hand | Adamantine Shield | +2 AC |
Weapon 2 Range | Titanstring Bow | Add STR modifier |
Below is the best Act 1 Armor, Weapons, and Equipment for the Solo Bard Build in BG3:
- Shadow of Menzoberranzan: Looted from the Pale Corpse in the Myconid Colony, Underdark (Alternative Haste Helm).
- Adamantine Scale Mail: Crafted in Adamantine Forge (Alternatives Hide +2 Armour, or Githyanki Half Plate).
- Gloves of Archery: Sold by Grat the in the Goblin Camp (Alternatives Gloves of Dexterity, Gloves of Missile Snaring, or Gloves of Hail of Thorns).
- Disintegrating Night Walkers: Looted or stolen from Nere in Grymforge (Alternatives Boots of Striding, or Boots of Genial Striding).
- Moondrop Pendant: Sealed chest inside the Owlbear Nest (Alternatives Amulet of Branding, Amulet of Misty Step, or Amulet of Restoration).
- Caustic Band: Buy it from Derryth in the Myconid colony, Underdark (Alternative The Sparkswall).
- Fetish of Callarduran Smoothhands: Looted from dead gnomes in Grymforge X: -610 Y: 408 (Alternative Strange Conduit Ring, Ring of Absolute Force).
- Club of Hill Giant Strength: Found in Arcane Tower under Stool top level (Alternatives Hunter’s Dagger, or Knife of the Undermountain King).
- Adamantine Shield: Crafted in the Adamantine Forge (Alternatives Glowing Shield, or Wood Woad Shield).
- Titanstring Bow: Brem in Zhentarim Hideout Act 1 (Alternatives Bow of Banshee, Spellthief, or Joltshooter).
Advanced: Endgame
Here’s the best endgame Act 3 gear, items, and equipment for solo Bard Build in Baldur’s Gate 3:
Gear Slot | Best Gear Item | Effect |
---|---|---|
Head | Helm of Balduran | Cannot be Stunned |
Cape | Cloak of Protection | +1 AC and Saving Throws |
Chest | Helldusk Armour | 21 AC |
Gloves | Legacy of the Masters | +2 Attack Roll |
Boots | Helldusk Boots | Cannot be Moved |
Necklace | Surgeon’s Subjugation Amulet | Stun on Crit |
Ring | Killer’s Sweetheart | Auto Critical |
Ring | Ring of Regeneration | Self-healing |
Weapon 1 Main Hand | Blood of Lathander | Automatic Revive |
Weapon 2 Off-Hand | Viconia’s Walking Fortress | +3 AC |
Weapon 2 Range | Gontr Mael | Best Bow |
Below is the best Act 3 Armor, Weapons, and Equipment for Solo Bard Build in BG3:
- Helm of Balduran: Found in Dragon’s Sanctum X: 636 Y: -964 Act 3 (alternatives Helldusk Helmet, Sarevok’s Horned Helmet, Mask of Soul Perception, or Circlet of Hunting).
- Cloak of Protection: Sold by Talli Quartermaster at Last Light Inn Act 2 (alternative Shade-Slayer Cloak).
- Helldusk Armour: Looted from fighting Raphael House of Hope (alternative Armour of Agility, Dark Justiciar Half-Plate, or Flame Enamelled Armour).
- Legacy of the Masters: Sold by Dammon in Lower City, Forge of the Nine (alternatives Gloves of Soul Catching, Helldusk Gloves, or Gloves of Dexterity).
- Helldusk Boots: Wyrm’s Rock Fortress X: -32 Y: 219 Act 3 (alternative Disintegration Night Walkers).
- Surgeon’s Subjugation Amulet: Looted from Malus Thorm at the House of Healing in Act 2. (alternative: Amulet of Greater Health, or Periapt of Wound Closure).
- Killer’s Sweetheart: Found in Self-Same Trial inside the Gauntlet of Shar. (alternative Risky Ring).
- Ring of Regeneration: Found in Lorroakan’s Projection store (alternative Shifting Corpus Ring, or Ring of Free Action).
- Blood of Lathander: Act 1 and 2 Quest ( Alternative Crimson Mischief in main hand with Bloodthirst in off-hand).
- Viconia’s Walking Fortress: Looted from Viconia DeVir, Act 3 (Alternative Shield of Devotion).
- Gontr Mael: Looted from the Steel Watcher Titan in Steel Watch Foundry (alternative The Dead Shot).
Best Consumables, Potions, Ammunition, 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 our Best Baldur’s Gate 3 Solo Bard Build:
- Elixir of Hill Giant Strength: Increases Strength ability score to 21 until Long Rest.
- Elixir of Cloud Giant Strength: Increases Strength ability score to 27 until Long Rest.
- Elixir of Bloodlust: Once per turn when you kill a foe, you gain HP 5 temporary hit points and an additional action.
- 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 a long rest.
- 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.
Ammunition
The best Ammunition for the Solo Bard Build is listed below:
- Arrow of Ice: Deals weapon damage + 2d4 Cold and creates ice surface for 2 turns in a 2m radius.
- Arrow of Roaring Thunder: deals weapon damage, knocks back 5 meters if failed strength throw.
- Arrow of Many Targets: Deals weapon damage and an additional half of that damage to three other targets in range.
- Arrow of Dragon/Aberration/Humanoid: Deals weapon damage, and double damage against Dragon, Aberration, or Humanoid.
- Arrow of Salving: Cures a target of poisoned, paralyzed, and blinded conditions.
- Arrow of Transposition: teleports the shooter wherever this arrow is fired.
Build Summary – Best Baldur’s Gate 3 Solo Bard
- College of Sword (Bard)
- Thief (Rogue)
Armor: Medium
Weapons: Longbow
Background: Urchin
Race – Wood Elf
- Strength – 8
- Dexterity – 16
- Constitution – 14
- Intelligence – 10
- Wisdom – 10
- Charisma – 16
Solo Bard Level Progression
- Level 1 – Tasha’s Hideous Laughter
- Level 2 – Dissonant Whisper
- Level 3 – College of Swords
- Level 4 – Sharpshooter Feat
- Level 5 – Glyph of Warding
- Level 6 – Extra Attack
- Level 7 – Multiclass to Rogue
- Level 8 – Cunning Actions
- Level 9 – Thief Subclass
- Level 10 – +2 Dexterity
- Level 11 – Multiclass to Fighter
- Level 12 – Action Surge
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