Its not a lot, but with some clever setup, its more than enough.
Things are a little different in Baldur’s Gate 3.
And your summoned minions are no more resilient than the minions summoned by any other wizard.
You’ll also summon creatures to help out in combat and take advantage of a few concentration-based Conjuration spells.
Constitutionis yournext most importantability score.
Another 16 here gives you a decent hit point buffer.
Wisdom,Charisma, andStrength can largely be ignored.
This will save you gold in the long run, and conjuration spell scrolls are fairly easy to find.
Baldur’s Gate 3 could handle a little more romance, right?
Below we have thepotential races ranked best to worst.
Half-Elf
All the benefits of human and elf in one place.
Elf
Go high elfand you get afree cantrip.
Gowood elfand you getfaster movementandStealth proficiency.
Both haveDarkvision,Perceptionproficiency,advantage against being charmed,andimmunity to sleep.
Drow
Drow provides several spells, includingFaerie Fire,Dancing Lights, andDarkness.
You also have the samecharm and sleep advantagesas regular elves,Perception proficiency, andsuper Darkvision.
The weapon proficiencies aren’t particularly helpful.
All three haveadvantage on Intelligence, Wisdom, and Charisma saving throws, which can be very helpful.
Halfling
Halfling Luckhelps avoid critical failures, but it’s not a guarantee of success.
Bravery providesadvantage against being Frightened, and then you have your choice ofadvantage on Stealth rollsor against being poisoned.
N/A
Armor
Amulet
The Protecty Sparkswall
+1 to spell save DC.
Gain +1 to AC and all saving throws so long as you have Lightning Charges.
Gloves
Ring #1
The Sparkle Hands
Successful unarmed attacks gain two Lightning Charges.
When imbued with Lightning Charges, attacks against metal constructs or enemies wearing metal armor have advantage.
The Sparkswall
Gain lighting resistance.
you’re free to’t be electrocuted.
Boots
Ring #2
The Watersparkers
Standing in water electrifies it.
If you start your turn on an electrified surface, gain three Lightning Charges.
Cast Thunderwave at level one once per short rest.
Main-Hand Melee Weapon
Off-Hand Melee Weapon
Mourning Frost
1d6 + 1 bludgeoning damage + 1d4 cold damage.
Add +1 to all cold damage dealt.
Cold damage has a chance to inflict chilled condition.
Cast Ray of Frost as a cantrip.
Safeguard Shield(if proficient)
+2 AC, +1 to all saving throws.
Your early game build will attempt to buff your cold and lightning damage with the help ofLightning ChargesandMourning Frost.
Lightning Charges add lightning to your spell damage, which will be doubled when the opponent is wet.
The only way of charging Lightning Charges is withThe Watersparkers, so make a run at stand in puddles.
You canuse the Spellsparkler quarterstaff before you find Mourning Frost tomake it easier to generate Lightning Charges.
Mourning Frostadds to your cold damage and will be your main conduit for inflicting the chilled condition.
To get the frozen condition, your opponent must bechilled firstandthen become wet.
So remember to deal cold damage with a spell before casting Create Water for Mourning Frost to freeze targets.
There are a couple of different ways to get into the Reithwin Tollhouse.
Robe of the Weave
+2 to AC.
+1 to spell save DC and spell attack rolls.
Whenever you succeed in a saving throw against a spell, regain 1d6 hit points.
Spellcrux Amulet
Replenish an expended spell slot as a bonus action once per long rest.
Quickspell Gloves
Cantrips that require an action cost a bonus action instead once per short rest.
Shifting Corpus Ring
Cast Invisibility and Blur 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.
Ring of Absolute Force
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.
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.
If you went human or half-elf,Ketheric’s Shieldbumps that up to +5.
Markoheshkirprovides yet more spell attack and spell save DC, but the real draw here isKereska’s Favour.
Its lightning version also brings back Lightning Charges and additional lightning damage.
Darkfire Shortbowis only there for fire resistance, cold resistance, and free Haste.
On your second turn, blast the target with Chain Lightning or Cone of Cold.
Dive into Baldur’s Gate 3’s treasure trove of gear.