Sadly, the School of Illusion doesnt provide much else for a game as combat-focused as Baldurs Gate 3.

All you have areslightly better illusionsand the ability tosee illusions once per short rest.

School of Illusion wizards are probably the hardest wizard subclass to play.

24-Baldur’s Gate 3 Best Illusion Wizard Build

If you’re playing an illusionist,it’s recommended to have a very strong team to support you.

And if those illusions fail,you’re still a wizard.

You canstill cast Fireball, Lightning Bolt, and Disintegrateto turn your enemies into dust.

A Dragonborn character with The Blood of Lathander in Baldur’s gate 3.

Subtlety is this subclass’s watchword.

One excellent tactic isusing your Minor Illusion to gather enemies togetherto prepare for a area-of-effect spell like Fireball.

Enemies will typically investigate the illusion, getting them all to group up.

Baldur’s Gate 3 School of Illusion Wizard

Magic is what you do, andIntelligenceis what makes all your spells better.

The more you have, the more spells you might have prepared and the stronger they’ll be.

Expect topush your Intelligence to 20 as soon as possible.

Baldur’s Gate 3 School of Illusion Wizard Stats

Strength, Wisdom, and Charismaaren’t really necessary for the build.

This will save you gold in the long run, and illusion spell scrolls are fairly easy to find.

If you’re playing an Illusion wizard, you’re going to want options.

Baldur’s Gate 3 School of Illusion Wizard Improved Minor Illusion

Back at level nine,Dominate Persontheoretically adds another party member to your group.

Level 12 bringsChain LightningandGlobe of Invulnerability.

Everyone’s a comedian.

Baldur’s Gate 3 School of Illusion Wizard Improved Minor Illusion In Combat

Elf

Wood elf is probably the best option for an illusionist.

Half-Elf

If you’ve got the option to’t be an elf, be a half-elf.

Half woof elf or drow are your best choices here.

27-Baldur’s Gate 3 How To Win The Laff Riot Contest

Almost as good as halfling.

Dwarf

Theaxe and hammer proficienciesare worthless for a wizard.Shield dwarfgetslightandmediumarmour proficiency, whilegold dwarfgetsmore hit points.

All dwarfs getpoison resistance.

Baldur’s Gate 3 School of Illusion Wizard Illusion Cat And The Gang

From the right spells to the best equipment, here’s how to best build an archfey warlock.

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.

Baldur’s Gate 3 School of Illusion Wizard Early Game Inventory

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.

Baldur’s Gate 3: How To Craft The Mourning Frost

Fetish of Callarduran Smoothhands

Cast Invisibility at second level once per short rest.

Cast Misty Step at second level once per short rest.

Ring of Protection

+1 to AC and all saving throws.

Baldur’s Gate 3 School of Illusion Wizard Improved Minor Illusion Enemies Fooled

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.

12-Baldur’s Gate 3 How To Complete Free The Artist

Safeguard Shield(if proficient)

+2 AC, +1 to all saving throws.

TheFetish of Callarduran Smoothhandsis a free Invisibility, which saves you a second-level spell slot.

If you went human or half-elf, theSafeguard Shieldwill provide extra armor class and +1 to all saving throws.

Triple-A Games

The Underdark of Baldur’s Gate 3 has some icy materials to collect.

Get them all, and a powerful magic quarterstaff is your reward.

Robe of the Weave

+2 to AC.

Baldur’s Gate 3

+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.

Shifting Corpus Ring

Cast Invisibility or Blur at level two 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.

The late-game setup is probably no surprise to magic users.

It’s incredible even if you never fire it in anger.

Until you find the Hood of the Weave, theFistbreaker Helmis a decent alternative available in Act 2.

Artful rewards await in this intriguing quest.