Upon enrolling in the School of Enchantment at level two, you’ll learn theHypnotic Gazeability.
This ability can completely incapacitate a target in combat provided they fail their Wisdom saving throw.
Out of combat, you’ll be given advantage on dialog ability checks.
Split Enchantment really defines the class.
You’ll be decent with a bow, but you should use cantrips like Fire Bolt for ranged damage.
Strength,Wisdom, andCharisma can all be largely ignored.
Charisma and Wisdom are at 10 just to avoid negative modifiers on saving throws.
This will save you gold in the long run, and enchantment spell scrolls are fairly easy to find.
At level nine, grabHold MonsterandDominate Person.
Level 11 bringsOtto’s Irresistible DanceandDisintegrate, whileChain LightningandFlesh to Stoneround out your spells at level 12.
Level 12 also brings theWarcasterfeat, which helps you maintain your concentration on spells likeOtto’s Irresistible DanceandDominate Person.
Lady of Sorrows guide you.
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.
Pearl of Power Amulet
Restores a spell slot of third level or lower once per long rest.
Gloves
Ring #1
Daredevil Gloves
+1 to spell attack rolls.
Ranged spell attacks are made as melee attacks to adjacent creatures.
The Sparkswall
Gain lighting resistance.
you might’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.
Ring of Protection
+1 to AC and all saving throws.
Main-Hand Melee Weapon
Off-Hand Melee Weapon
Melf’s First Staff
1d6 + 1 bludgeoning damage.
+1 to spell save DC and spell attack rolls.
Cast Melf’s Acid Arrow at second level once per long rest.
Safeguard Shield(if proficient)
+2 AC, +1 to all saving throws.
That said, the build suggestsThe WatersparkersandThe Sparkswallto gain a little more armor class whenever you stand in water.
Bow of Awarenessis there strictly to provide an additional +1 to initiative rolls.
High Charisma and incredible cosmic power: everything you gotta succeed in Baldur’s Gate 3.
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.
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.
Orphic Ring
Cast Confusion at level five 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.
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.