Baldurs Gate 3: Fighter - best build Baldurs Gate 3 guide, walkthrough
Not sure how to build a Fighter? On this page of our BG3 guide you'll learn how to create an optimal build for this class.
Last update: 28 November 2023
Fighter is one of the most universal classes in Baldur's Gate 3. A Fighter is able to fight in close combat, at a distance and even has a magical subclass. In this guide, we will reveal the most effective and the strongest build for a Fighter in Baldur's Gate 3, thanks to which no enemy will be a challenge for you.
More basic information about the class and character creation can be found on the page Fighter - BG3 guide. We recommend getting acquainted with this page if this is your first contact with the class or the D&D system.
- Character creation wizard
- Class progression
- Ilithild Powers
- Party members - their skills and spells
- Equipment and bonuses from it
- Consumables
Character creation wizard
The best race for a Fighter is a Half-Orc. This is due to his racial abilities. One of them allows you to get critical hits on rolls of 19-20 and the second one means that if your HP drops below zero once during a long rest, you will not die but be left with 1 HP.
This skill will come in handy when confronting enemies, especially when you consider the fact that the Fighter will most often be taking the majority of the blows.
As far as the origin is concerned, the best choice would be Soldier due to their proficiency in Athletics and Intimidation.
Class progression
- At level 1, you choose the fighting style - choose Two-Handed Weapons Fighting, as this build focuses on exactly that kind of weapons.
- Your main combat loop will be the Action Surge acquired at the second level and a short rest right after it. Thanks to this, you will be able to defeat an enemy in an efficient way.
- At level 3, choose Battle Master as your subclass - this archetype offers the most versatile skills and at the same time the biggest boost in damage available. For manoeuvres, choose Precision Attack, Disarming Strike and Riposte.
- At level 4, you get the opportunity to take a feat or increase the attributes bonus. Choose +2 for Strength, so at this point you should already have 20 Strength points, which will give you +5 damage from the Attribute Modifier alone.
In the following sections, you will learn how to gain the missing 1 if you still have 19 Strength points at level 4.
- Level 5 entails a bonus attack, which doubles your combat efficiency.
- Level 6 brings a bonus feat. You can reassign it to attribute development, although grabbing the Great Weapon Master feature is a better idea, as it allows you to take a -5 penalty while the damage increases by 10. Combined with 20 in Strength and Precision Attack, it significantly increases the chance of dealing additional damage.
- At level 7, you gain a subclass ability, in which case you choose another manoeuvre. You can choose, for example, Repelling Blast.
- Level 8 brings another feat and, just like before, you can increase your attributes - Constitution is recommended increase the number of HP. Alternatively, you can select the Charge feature, which increases your mobility, or Vigilant, which ensures that you won't get surprised and adds +5 Initiative.
- At level 9, you get a valuable ability that gives you a re-roll on a failed saving throw.
- Level 10 entails more manoeuvres. At this stage, you can choose what you find most useful.
- At level 11, you will receive another attack (and you'll be the only class to get it). At this point, you've got 3 attacks - if you combine them with Action Surge, you can perform as many as six attacks per round!
- At the last level, you choose between features. You can take Heavy Armour Master or Tough, which increases your HP.
Ilithild Powers
Don't be afraid to unlock and use these skills - focus especially on Cull the Weak, Repulsor and Black Hole. Unleashing the full power of Ilithild Powers doesn't affect the character negatively, so leave all tadpoles for yourself.
Party members - their skills and spells
If you want to get the most of your class, right party composition and skills are a must. Because of their skills, the best solution is to have a Cleric, a Wizard or a Bard on your team.
The Cleric is able to heal your Fighter and provides them with useful buffs such as Shield of Faith, which increases AC by 2. Alternatively, they can draw some of the hits onto themselves, make your weapon magical and cast an extremely useful Bless. Shadowheart fits this role perfectly.
The Wizard has one of the most powerful spells at their disposal, namely Haste. This spell turns a Fighter upside down and turns them into an unstoppable killing machine, as it increases your speed, your AC and grants you a bonus action. If you combine this with Action Surge at level 5, you will get six attacks, maybe even seven when combined with the Savage Attacker feat. Gale will work well as this kind of a character.
Finally, the Bard is also extremely useful - thanks to their Inspiration, they can increase your hit chance as well as magically strengthen you. Bard combines the two aforementioned options, but since no companion is a Bard, you will need to transform somebody into one.
Equipment and bonuses from it
There are some intriguing items to get in Act I. The strongest ones are listed below:
Just before the end of the prologue, Ilithid will fight one of the demons. Kill the demon and then the Mind Flayer to obtain an item that is extremely powerful at this stage - a two-handed sword that deals an additional 1d4 fire damage.
In the Myconid Colony Thullia will give you boots that allow you to Dash as an Additional Action. At the same location, the merchant Derryth can sell you an amulet that allows you to cast healing.
While approaching the end of the Underdark quests, you will have the opportunity to use the Grymforge. Forge plate armor and a helmet. The armor reduces the damage you get and grants you a passive ability thanks to which you cannot be critically hit. The helmet will provide you with access to the Hunter's Mark: a spell that adds 1d6 damage to each of your attacks.
In the goblin camp, after killing Razglin, you will find gloves on a pile of treasure. They make things easier in melee combat when you are surrounded by two enemies. In the same location, look for Crusher - kill him or rob him to get a ring that increases movement speed by 3m.
As for passive bonuses, the most important one can be obtained when confronting Auntie Ethel. When her health level drops below approximately 20 HP, a cutscene will trigger in which she offers you strength and power in exchange for surviving. Agree to this and you will receive 1 to your chosen attribute - in this case, choose Strength.
In Act III, try to get Balduran's Giantslayer if you are into melee combat. This powerful two-handed sword doubles your Strength bonus when dealing damage. If you want to increase your defensive skills, you should get Helldusk Armour dropped after killing Raphael and Viconia's Walking Fortress, which you will get after defeating Viconi DeVir.
Consumables
Below you will find a list of consumables that will make your Fighter even stronger.
- Oil of Accuracy - provides +2 to Attack Rolls.
- Elixir of Heroism - gives +10 temporary HP and grants the Bless status.
- Potion of Flying - additional mobility is something that is always needed.
- Potion of Hill Giant Strength - perfect if you don't have 20 Strength yet.
- Elixir of Vigilance - provides +5 to Initiative, make sure to drink it before tougher battles.