Your undead army will even surpass students of the School of Necromancy, provided you find enough corpses.
From the right spells to the best equipment, here’s how to best build an archfey warlock.
But a Circle of the Spores druid isn’t entirely about raising the dead.
At level five, you’ve got the option to castRaise Dead.
At level six, yourFungal Infestationability lets you raise four zombies per long rest.
At level seven, you’re free to castConjure Minor ElementalandConjure Woodland Being.
At level nine, you canConjure Elemental, and at level 11, you could conjure a myrmidon.
For those keeping track,that’s a potential eight summonsbefore your dryad starts summoning wood woads.
Large fights against multiple enemies will cause even a decent PC to struggle.
Summoning a bajillion critters isn’t all a Circle of the Spores druid can do.
You also getBlightandConfusionfor more AoE crowd-control.
Remember,increase your Wisdom at levels four and eight.
At level 12,take Warcasterto make it easier to maintain concentration on your various concentration spells.
The Underdark of Baldur’s Gate 3 has some icy materials to collect.
Get them all, and a powerful magic quarterstaff is your reward.
Elf
You already have armor and shield proficiencies, so thebow proficienciesprovided by being an elf help a ton.
You also getcharm and sleep resistance,perception proficiency, andDarkvision.Go with wood elffor theextra movement speedandstealth proficiency.
Drow
Drow is second best.
Halfling
Halfling Luckis great on any class, as isadvantage against being frightened.
Lightfoot providesadvantage on stealthchecks, while Strongheart providesresistance to poison.
Gnome
Gnome Cunningcan make for surprising resilience against spellcasters.
Darkvision is nice to have.
Rock gnome provideshistory expertise, which is probably the least exciting thing a gnome could do.
Half-Orc
You’re not likely to be making melee attacks, soSavage Attacksis virtually useless.
Human
Spear proficiency is pointless, and you already have the armor and shield proficiencies.
That leavesone skilland25 percent more carrying capacity, which isn’t much.
Dragonborn
Onedamage resistanceand abreath weaponmakes Dragonborn outclassed by most other races.
Show those folks just how Unstoppable they really are.
None
N/A
Armor
Amulet
Adamantine Scale Mail
16 AC.
All incoming damage is reduced by one.
Melee attackers are sent reeling for two turns.
Attackers can’t land critical hits.
Disadvantage on stealth checks.
Pearl of Power Amulet
As an action, regain a spell slot up to third level.
Gloves
Ring #1
Gloves of Dexterity
+1 to attack rolls.
Dexterity is set to 18.
Shapeshifter’s Boon Ring
+1d4 to all ability checks while shapeshifted or disguised.
Cast Misty Step once per short rest.
Ring of Protection
+1 AC, +1 to all saving throws.
Main-Hand Melee Weapon
Off-Hand Melee Weapon
Melf’s First Staff
1d6 bludgeoning damage.
+1 to spell attack rolls and spell save DC.
Cast Melf’s Acid Arrow at level two once per long rest.
Safeguard Shield(if proficient)
+2 AC, +1 to all saving throws.
Spells are still your best damage option.
Defensively, it’s hard to go wrong withAdamantine Scale Mail.
Enchant your way to success throughout Baldur’s Gate 3.
Armor of the Sporekeeper
13 AC light armor.
+1 to spell save DC.
Increase necrotic damage dealt by 1.
Helldusk Gloves
+1 to spell save DC and spell attack rolls.
+1 Strength saving throws.
Cast Rays of Fire as a cantrip once per short rest.
Crypt Lord Ring
Cast Create Undead at level six once per long rest.
Helldusk Boots
You cannot be forcibly moved.
When you fail a saving throw, use your reaction to succeed once per long rest.
+1 to AC and all saving throws.
Markoheshkir
1d6 +2 bludgeoning damage.
+1 to spell save DC and spell attack rolls.
Cast one spell without using a spell slot once per long rest.
Cast Kereska’s Favour once per short rest.
Ketheric’s Shield(if proficient)
+2 AC, +1 to spell save DC and spell attack rolls.
you could use your reaction to knock a melee attacker prone unless they succeed on a Dexterity saving throw.
Advantage on Dexterity saving throws.
Darkfire Shortbow(if proficient)
1d6 + 2 piercing, gain resistance to fire and cold damage.
Cast Haste at level three once per long rest.
Armor of the Sporekeeperis this subclass’s preferred armor.
It also increases spell save DC, but it also improves your Symbiotic Entity with additional spore features.
Markoheshkiris there to provide an extra spell slot and additional spell attack and spell save DC.
Outside of equipment,your squadron of summons can really benefit from having a paladinclose by.
Their auras will protect your minions fighting on the front lines while you support them with spells.
Everyone’s a comedian.