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The most ancient desires of magic were to transmute one substance into another.
As such, you need tochoose Medicine as one of your skill proficiencies.
Shapechangerat level 10 just lets you turn into a bird and fly.
Stick to potion brewing to feel impactful.
Starting with 16 gives you a +3 modifier to ensure your spells land.
Constitution is your next most importantattribute.
You’re a frail wizard in need of hit points, which 16 Constitution provides.
Dexterityis in third place, and as such, is at 14.
This is mostly to improve your armor class.
This will save you gold in the long run, and transmutation spell scrolls are fairly easy to find.
Grease works great with Fire Boltto become both crowd control and area damage.
Also,Keep an eye out for Enhance Leap, Feather Fall, and Longstrider.
These level-one transmutation spells are rituals that can be cast for free outside of combat.
At level two,Ice Knifeprovides more damage options, andSleepprovides a non-violent way of ending fights when necessary.
Level four brings utility inMisty StepandInvisibility.
Level eight bringsDimension Doorand another damage-over-time spell inPhantasmal Killerthat also comes with a potent debuff effect.
Just remember toboost your Medicine skill before brewing to increase your odds of making two potions.
Healing Potions
These are obviouslythe most important potions to have in stock.
Take these at the beginning of the fight.
stash your rogue from using a lockpick, or go through gaps that can’t be traversed normally.
Potion of Flying
This becomes useless for yourself at level 10, butyour friends could still use a pick-me-up.
Elixir of Arcane Cultivation
Give yourselfmore spell slots with these potions.
Helps keep you from having to long rest like a narcoleptic magician.
Elixir of Guileful Movement
Give these elixirs to your fighter/paladin/barbarian tokeep them from being paralyzed or restrained.
There arenumerousother potions and elixirsavailable, so be sure tocraft one of everything.
You never know when it might come in handy.
Below we have thepotential races ranked best to worst.
Half-Elf
All the benefits of human and elf in one place.
Make itMedicineif you haven’t already taken it elsewhere.
Elf
Go high elf and you get afree cantrip.
Go wood elf and 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.
Did you get acquainted with some of these characters in Baldur’s Gate 3’s first act?
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Armor
Amulet
Robe Of Summer
Resistance to cold damage.
Silver Pendant
Cast Guidance once per long rest.
Ring Of Color Spray
Cast Color Spray at level one once per short rest.
Ring of Protection
+1 to AC and saving throws.
Cast Melf’s Acid Arrow once per long rest.
Bow of Awareness
1d6 + Dexterity Modifier piercing damage, +1 to initiative rolls.
Silver Pendantwill help with your early skill checks as well as your Medicine rolls for crafting potions.
Be sure tocast Guidance on yourself before brewing potionsto maximize your odds of success.
This super-secret dungeon is well-hidden - one of Baldur’s Gate 3’s best-kept secrets.
Cast Absorb Elements once per short rest.
Robe of the Weave
12 AC Clothing.
Gain +1 to spell save DC and spell attack rolls.
Regain 1d6 hit points whenever you successfully succeed in a saving throw against a spell.
Spellcrux Amulet
Restore any expended spell slot as a bonus action once per long rest.
Quickspell Gloves
Cast a Cantrip as a bonus action once per short rest.
Helldusk Boots
You cannot be forcibly moved, and you ignore difficult terrain.
You may use your reaction to succeed on a failed saving throw.
Shifting Corpus Ring
Cast Invisibility or Blur at level two once per long rest.
Markoheshkir
Gain +1 to spell save DC and spell attack rolls.
Arcane Battery: Once per long rest, the next spell cast doesn’t cost a spell slot.
Darkfire Shortbow
1d6 + 2 + Dexterity Modifier pricing damage, resistance to fire and cold damage.
Cast Haste at third level once per long rest.
Just don’t fire it as you’ll do far less damage than you would with a cantrip.
Human and half-elf characterscan also equipViconias Walking FortressorKetheric’s Shieldto further improve their defenses.
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