Uncanny Dodge will cause you to take half damage from the incoming attack. Level 6 At Level 6 there aren’t many choices to make. All you need to do is choose two additional Skills to gain Expertise with. Acrobatics is a great one to choose, as it will help you resist being pushed ...
Constitution –Dictates our Hitpoints and how likely we are to succeed at Concentration checks (if the effects of a Concentration Spell we cast will be retained when we take damage) All in all, an Ability allocation that looks something like this will serve you well for our Ranger: 10 Stren...
Here’s how to defeat the Grym boss in Baldur’s Gate 3: Don’t underestimate Grym. They have an absurd amount of health and are resistant or immune to most types of damage. Conveniently, they’re not resistant to Bludgeoning damage. Also, they can only be damaged in the Superheated ...
This ability targets Wisdom saving throws, something that big dumb high-damage attackers don’t have much of. Even in the mid or late game, enemies like Grym can suffer greatly from being Frightened. The only time that Menacing Attack isn’t useful is when enemies are immune to the ...
It’s enough that, thanks to Withers, you can turn someone from a fighter into a druid. Guess what, Lae’zel? You’re getting a lute. As for the other changes, it dumbs down one boss, Grym, that was getting “eerily smart”, apparently to the surprise of Larian. Also, Wyll will...
Constitution– Dictates our Hitpoints and how likely we are to succeed at Concentration checks (if the effects of a Concentration Spell we cast will be retained when we take damage) All in all, an Ability allocation that looks something like this will serve you well for our Ranger: ...
Choose the Resilient feat and use it to improve your Dexterity to 20. This will also give you Advantage on all Dexterity checks. You can choose one more spell from the Wizard spell list, too: Enlarge/Reduce –Make a creature larger or smaller. Larger creatures deal more damage and are str...
This is used to increase your Maximum Hitpoints, and also increases the likelihood of you passing Concentration Checks (continuing to channel the effects of an ongoing Concentration Spell after taking damage). With all of this in mind, we recommend going for an ability spread that looks ...
BlurAll creatures within 9m become Blurred, making them harder to hit BurningAll creatures and objects within 6m catch fire and take 1d6 Fire Damage per turn. CambionSummon a Cambion, a fiend from the Nine Hells. It is hostile to everyone. ...
TheAbyss Beckonersare more of a fun item to use than anything else. Because we have plenty of summons active the effects you get can be nice. The Summons gain resistance to all damage except Psychic. However, they must succeed a DC13 Wisdom Saving Throw or they go mad, becoming hostile...