Baldur's Gate 3: The Four Bard Party
Play-Through
Introduction
No silly play-through of Baldur's Gate 3 has provided me with so much enjoyment than the Four Bard Party! I love this way of playing the game! In this article I will go over how I did it and how it works out.
Why Bard?
Bards are the arguably the most versatile class in Dungeons and Dragons (DnD), much less Baldur's Gate 3 (BG3), a game made from that system.
As I have previously written, Bards can easily fill the party roles of Dialogue Specialist, Utility, and Support Caster, as Fextralife and others have pointed out. DnD is not a new system, and as some are quoted to have said, that an adventuring party must be diverse to accomplish its goals is a good thing. But then you might ask, how can a four Bard party work? Bards also happen to be the most flexible.
Can a Bard fill the combat specialist role? Only the College of Swords ("swords") subclass, and many would argue that a Fighter, Barbarian or Paladin would do slightly better.
Can a Bard fill the offensive spellcaster role? Only the College of Lore ("lore") subclass, and many would argue that a Wizard, Warlock or Sorcerer would do better.
But ironically it is this diversity of the Bard subclasses that really allows a four Bard party to work. One of the strengths of the Bard class is its features like Jack of All Trades, which allow Bards to do half as good at certain skill checks they are not proficient with, which is a very powerful feature to have. It's like they were meant to be lucky. Another strength of the Bard subclasses, especially Lore, is that they get access to Magical Secrets at certain levels, with Lore getting two opportunities. If you think for a second, your offensive spellcasters often depend on just a couple of highly powerful spells. While the Bard spells themselves are not super powerful, it is the Magical Secrets spells that are the main power.
So briefly, your advantages as a four Bard party are as follows. First, all Bards get Bardic Inspiration as well as access to the Healing Word spell. Every combat turn, you can be either helping your allies hit their targets or save from spell effects. Every turn you can also apply a little bit of healing, which can be very useful to raise downed comrades. There's tons of synergy to be had. You can also sell about 25% of the equipment you find in the game for more gold simply because none of you can use it (like loot that requires being a Paladin or Monk). Then even if your main character isn't roped into a conversation with a non-player character (NPC), they will likely be at least half proficient in any dialogue skill checks they might need to use. As well, Lore allows you to take even more skills, so between your background and your ability to learn new skills, you will always have someone who can take Sleight of Hand to pick locks, or Stealth to hide, etc.
There are a few drawbacks though. First, your hit points will not be fantastic. Bards are "squishy." Bards get a D8 hit dice, which isn't bad but also isn't the best, as Barbarians (D12) and Fighters (D10) get more. None of the Bards in your party will truly be a tank, though you can equip (for example) one of them with multiple items that help them have a higher armor class. But also, Bards don't get heavy armor proficiency without taking a feat. The best they get is medium armor. So you will likely not have any extreme tanks like you would in a traditional party (like Lae'zel with heavy armor level). For example, fights with Paladins in this game, such as against the Paladins of Tyre, Minthara and Nere, can potentially be highly dangerous due to the ability of Paladins to dish out a lot of damage in their first couple turns. Indeed, it was normal in these fights for the enemy Paladin to down whichever of the party they targeted.
General Advice for the Play-Through
Here's my general advice for playing a four Bard party in BG3.
Initially, you won't have Withers, so you will only have Bard if you are playing a custom character or the Dark Urge. I recommend taking proficiency in sleight of hand since you will be filling the utility role of the party due to being a Bard at the beginning. I recommend picking a race that gets proficiency in medium armor, such as Githyanki or Shield Dwarves. When you begin the game, as usual, be as efficient as possible with experience. For example, in the nautiloid, kill the two thralls in combat. If you do your best to max loot and even possibly get the everburn blade from the Cambion, you will be set up so that hopefully when you help Shadowheart up on the beach and walk away, you will be level 2. Follow the game progression and recruit Lae'zel, Gale and Astarion, putting Astarion in the camp. You will want to prioritize recruiting Lae'zel because she also gets medium armor proficiency. This is important later but not in the first levels. Get up to about level 3 and then complete the temple quest to get Withers in your party. Once you get Withers, reclass everyone to Bard, either College of Valor ("Valor") if they do not get a weapon proficiency you want that would improve their fighting capabilities, or Swords if they already have what you want. For example, Shadowheart might not have proficiency with the war pick Shining Staver of Skulls, so I'll make her College of Valor, while I make Lae'zel College of Swords because she already has a greatsword proficiency. But I make her dual weapon fighting style because I think that is more likely to get the club of hill giant strength, etc.
In the reclass, try to diversify the skills
everyone has so that you have someone with arcana, insight,
medicine, investigation, history and religion. I try to
base it on their origin class, i.e. Laezel gets all the
athletics and acrobatics skills, Shadowheart gets religion and
nature, etc.
There will not be much diversity in spells at the beginning, but what I do is make them sort of try to fit a general expectation they would have had when not Bards. For example, Lae'zel focuses on skills for combat, Shadowheart on healing spells, Gale on spell damage types, and my character on face/utility spells. I try to give all my Bards Dissonant Whispers (how it can fill people with terror) and Shatter for AOE. I don't start moving spells and subclasses around until level 6.
So from level 3 until you get to level 6, the goal is Valor/Swords and to stay alive. Everyone needs to have medium armor (granted by Valor/Swords). When I get to Grymforge, I craft only the medium adamantine armor (or if you take the mod of 4+ ore, one shield and the rest medium adamantine armor). Use spells for damage (except Shadowheart: heal) and for your Swords Bards, use your tactical flourishes. Make sure everyone in the party always has a bardic inspiration on them so that you're more likely to save from spells and hit enemies.
Once you are all bards, reclassing those not in the party is optional. I do it because I enjoy such stuff.
LEVEL 6: So you didn't die! At this point, College of Lore (Lore) can be used for some of the party members, and here's sort of a guide to who can benefit from it, based on my opinion and experience. I tend to keep Laezel Swords but honestly her racial medium armor proficiency makes her perfect for Lore at level 6, and the same with my Tav (usually a shield dwarf). I migrate my Tav to Lore and focus on area of effect spells that will help, like Hunger of Hadar and Spike Growth. If you've never cast these overlapping into a group of enemies and watched them freak out, you've never enjoyed BG3! Anyways, so you basically have your Bards cover the various nice-to-have spells via Magical Secrets. So one will be the "area of effect" (AoE) Bard, one is the fireball / haste Bard, one is the Cone of Cold Bard, etc. But only reclass to Lore for those who can benefit: everyone else should stick with Valor/Swords. (The other way to play it is everyone in your party is one of the colleges, with your Tav being College of Glamour ["Glamour"]).
LEVEL 10: At this point, you can switch some of the Bards back to Valor/Swords. I do this because I tend to assign all of the Bards a specific elemental set. Here's the per-character way I do things:
- Those with racial medium armor: usually I make them Lore
from the beginning. This means they can utilize all 3
feats rather than sacrificing the first one for medium
armor. This would usually mean Lae'zel and my Tav
(shield dwarf). But I made Laezel Swords because I'm so
used to her filling a martial fighter role.
- Those without racial medium armor proficiency: I usually
make them Swords or Valor so they get medium armor. This
means they only get one chance to get Magical Secrets, so
usually they get two spells within an element (any
element). But there are special considerations:
- Lae'zel: keep in mind that nearly all items that are for
Githyanki deal psychic damage, but then ironically all the
psychic spells are native to the Bard and none of the Magical
Secrets spells are. So the two ways of doing this are
likely either make her Lore and give her an element she can
fully engage in, like cold damage, or make her Swords and give
her haste and hold monster. I chose to keep her Swords
- Shadowheart: If you want her to fulfill her traditional
Cleric spells, you'd need to take Lore and the first feat
Medium Armored, with spells Spirit Guardians, Guiding Bolt,
Mass Healing Word, and Revivify. Or you can stay
Valor/Swords and wait until level 10 to get radiant spells
that trigger the radiant damage set, if you're using
that. I think keeping her Lore is more useful in the
long run.
- Gale: I tend to make him Lore for the Lightning Set.
- Astarion: He stays Swords. I take mainly spells related to stealth and lock picking, and I utilize him only when he is needed.
- Wyll: I make him Lore at level 6 taking the Medium Armored feat so he can use the Cold Set (Cone of Cold spell, etc.)
- Minthara: I make her Swords from the beginning. Or you
could give Minthara the Radiant Set and set up Shadowheart
with the healing stuff or Dark Justicier set.
- Karlach: I keep her Swords and give her the thunder set. In the Thunder Set there's heavy armor, so you might consider giving her Heavily Armored feat instead.
- Halsin: Likely the acid set, keep him Valor, and give him the druid-like Conjure Elemental and Spike Growth spells.
- Jaheira: Likely the poison set, and I'd keep her Valor with dual wielding scimitars. There aren't many poison options. So perhaps Chromatic Orb, but I'd probably just give her Hellish Rebuke and Armor of Agathys so she can run around giving enemies whiplash.
A Note About Magical Secrets
Magical secrets isn't the most profitable thing for all elemental damage types to try to get early through College of Lore. I'll explain why.
First, magical secrets is superior to taking a feat like Magic Initiate: Wizard. If you take magic initiate, it uses the ability score of the class, not your class, meaning for Magic Initiate: Wizard you'd need a decent INT score. But with magic initiate, it uses your class (CHA) ability score for spellcasting.
Second, at level 6, there are 49 spells
available to College of Lore. At level 10, for all Bards,
there are 62. Not all elemental damage sets of spells are
worth reclassing Lore with medium armored feat at level 6 and
then jumping back to level 10 Swords/Valor. I'm going to
call this jumping subclasses at level 6 and then back at level
10 the "6/10 split."
I usually try to outfit my characters for elemental damage types, though I know you can mix and match spells, so I'm going to provide my opinion on whether it's worth it for each of the elemental damage sets:
- FIRE: This set is worth sticking to Lore. There are
plenty of fire spells, though my favorite is to take Haste +
Fireball at level 6 due to how devastating it is to
double-cast Fireball. Heat Metal is a good spell due to the
chance of disarming your enemy, but keep in mind it is a
concentration spell. Karlach is great for this set, as
she has resistance to fire damage, so she could in theory cast
the spells on herself if surrounded.
- COLD: This set is also worth sticking to Lore. You
could go Hunger of Hadar + Ice Knife at first, then at level
10, take Haste + Cone of Cold. Double-casting Cone of
Cold is devastating. This would give you all the cold
spells in Magical Secrets. This set is great for Wyll,
because you can give him the Mourning Frost quarterstaff so he
gets unlimited Ray of Frost casts and then take Hunger of
Hadar and Ice Knife right at level 6. However, another
way to play this is to go Lore first, then at level 10 go back
to Valor or Swords with Hunger of Hadar and Cone of Cold,
because ice knife can have limited effectiveness (a friendly
would get hit, etc.), and again, the Mourning Frost.
Making Wyll Valor might instead be the way to do this with the
Absolute's Power shield (even if you don't have the mark).
- LIGHTNING: This set is worth staying Lore because you can
use Call Lightning and Lightning Bolt (or take Haste +
Lightning Bolt to double-cast). I give this set to Gale,
along with the Lightning set armor and weapons.
- ACID: There are not many acid spells other than Chromatic
Orb, so this damage type is not worth picking Lore or the 6/10
split.
- POISON: There are not many acid spells other than Chromatic Orb, so this damage type is not worth picking Lore or the 6/10 split.
- NECROTIC: There are so many necrotic spells in Magical
Secrets! At level 6 there's Vampiric Touch (up-cast) and
Bone Chill (up-cast), and Bone Chill is almost required for
some fights where you need to get the enemy to stop healing
themselves. At level 10 you gain access to Blight.
So the Necrotic Set is worth staying Lore. My opinion is
Minthara is great for this, as some of the stuff in the
Absolute Set (i.e. having the brand) helps with the Necrotic
set. And you can keep her Swords (fits her lore because
you get plenty of Necrotic options.
- PSYCHIC: Bards already get tons of psychic damage spells,
and like I said previously, there are no Magical Secrets
psychic spells. Basically all Bards can take the psychic
set just through native spells, so it's not worth being Lore
for the psychic set or to take the 6/10 split. The
majority of the psychic items are for Githyanki, so this makes
a great set for Lae'zel. You can keep her Swords if you
do this: it fits her background most closely.
- RADIANT: This set is worth staying Lore for throughout the
game even if you stick with the radiant spells of Spirit
Guardians, Guiding Bolt and Guardian of Faith, and you can
then take mass healing word if you want. And you get the
radiant set items early. You can instead go with
Swords/Valor and only take guiding bolt and spiritual weapon
at level 10 but you'd miss out on a lot the Radiant Set has,
especially spiritual guardians spell. Perfect for
Shadowheart. But since I have found almost no use for
Guardian of Faith, due to how difficult its use is, I usually
build Shadowheart with Spirit Guardians and Guiding Bolt at
level 6 and then Mass Healing Word and Haste at level 10.
- THUNDER: Because there are only really two thunder spells in
Magical Secrets (Chromatic Orb, Thunderous Smite), this set is
worth the 6/10 split or waiting until level 10 for access to
them. Keep in mind Thunderous Smite does not work with
the Helmet of Smiting (which is keyed to Paladin Oaths).
Anyways, I think thunder damage is ideal for the 6/10
split. This works good with Karlach in my opinion,
though I tend to prefer giving Karlach the fire set.
- FORCE: Not really an element, but Magic Missile and
Spiritual Weapon are nice at level 6 Lore. I don't think
this element is really worth the 6/10 split, as you can get an
amulet that gives you Magic Missile. You'll get two
attacks per round as Swords/Valor, so taking Lore at level 6
just for Spiritual Weapon would be less than ideal because the
Spiritual Weapon does not move as far per round as the player
can. Unless, of course, you take Lore specifically so
you get Magic Missile and Haste early, which could be pretty
powerful.
Spoiler-Filled Battle Field Discoveries:
I will go over some of the fights you will face in this game here, with recommendations. WARNING: there are spoilers in this section.
- As I said before, because you cannot get Withers right at
the start of the game, choose a custom character that has
medium armor proficiency (Shield Dwarf, Githyanki,
etc.). Also, I recommend a background with Sleight of
Hand.
- There are not many extreme examples of needing to do things
in a specific way until you get to your subclass at level 3,
and I'd recommend Swords or Valor for everyone you can for
now. Get medium armor. I recommend Swords so you
can keep taking defensive flourishes.
- As soon as you can, give every character the Shatter spell. Some call Shatter the "poor man's Fireball" but it will be almost your only area of effect spell. Thunderwave is useful and area of effect but I reserve that for specifically throwing enemies off of cliffs.
- Spider Matriarch: I've noticed that it is weak to Dissonant Whispers spells. Once you knock it off a web and it is prone, I found that if you keep hitting it with Dissonant Whispers spells, it is afraid, out of range, and cannot move or do anything. You can basically whisper it to death that way.
- The fight to free the deep gnome from the windmill is too dangerous for a 4 Bard "squishy" party unless perhaps you are four Swords Bards who are constantly taking defensive flourishes. I found it more useful to use the right dialogue options and focus on damaging Fezzerk so that when you down him, the other combatants run off.
- As for Lump the Enlightened, you can handle fighting the three ogres but ONLY if you engage in lots of vicious mockery and shatter. Lots. If they move, they can hit you. Another option is to deceive them into obeying you, and then at the end of the goblin camp, when you leave the Temple of Selune and you kill all the partying goblins, you might be able to then kill Lump first: there's a chance that if he is killed, one or both of the other Ogres will run away. If you refrain from healing Lump and his party during the final battle, they might just end up being way easier to defeat. But if the owlbear is in the camp, DO NOT summon Lump and his friends, as that makes it almost impossible to get the owlbear out of the fight without it dying.
- Confront the Paladins of Tyre but keep in mind, the paladin
can one-shot anyone in your party.
- I strongly recommend finishing the Kahga quest for the loot and the experience.
- Call me weak, but I've never defeated the Hag. I always kill her Redcaps though.
- You should know this by now, but every turn in combat, if you're not healing someone (I don't recommend until the HP bar turns to yellow), give someone bardic inspiration to help them pass their spell checks.
- Get the Necromancy of Thay and use it on your face character.
- For the fight against Dror Ragzlin, I hate to say it, but
the easy way is to sneak up into the rafters and rain down
arrows and spells. Try to kill Dror before he throws
that grenade, otherwise a character or two might get knocked
down, and possibly into the spider pit.
- Make sure you help Spaw at the Myconid Colony because the
amulet he gives you for killing Nere will help a lot with CHA
checks like persuasion. This might let you reclass and
shift more skill proficiencies into other things a face
character can utilize.
- When you get to Grymforge, my advice is to craft only the medium armor, since it's basically the best medium armor in the game. And I recommend having it before the fight with Nere.
- Other things I recommend in the Underdark: assemble the Mourning Frost for a cold Bard and buy all the elemental items that might be useful. Especially get the radiant set.
- For the fight with Nere, keep your distance, as he is a
paladin and can one-shot any of your party. It's useful
to have a Lore Bard for some area of effect (AoE) spells like
Spike Growth and Hunger of Hadar. If you can keep him in
fear using Vicious Mockery, that's also good.
- By the time you get to the Death Shepherd fight in the Creche map, those AOE spells are going to let you win this fight almost without even having to heal yourself. Casting Hunger of Hadar over and overlapping Spike Growth is amazing.
- Before the fight with the Gremishkas, make sure you remove any/all magical effect items like the radiant set, and don't use spells.
- Keep in mind in the Creche that you need to have all your spells for the fight against the Inquisitor. Long rest first. Short rests don't restore your spells.
- My advice is once you even step into the Shadow Cursed Lands (Act 2), summon the Dryder, then immediately pick a fight with him so you can kill him and take his lantern, then free the pixie and get the blessing. This is far easier than having to stumble around Act 2 with torches.
- The fight with Z'rell is the ONLY fight I've found Guardian of Faith to be useful in combat. Otherwise, have someone with Counterspell because the enemy has at least 3 combatants that can cast Hunger of Hadar and one that can cast Counterspell. Your AoE spells will be highly valuable, especially with Z'rell and her bodyguards. Spike Growth + Hunger of Hadar is useful, as they take damage whether they try to get out of it or whether they stay put.
- Save all the uncommon, rare, very rare and legendary items you get (aside from feeding Gale with some items). Case in mind, all of the equipment that requires having the absolute's brand, if you rescue Minthara, she has the absolute's brand (i.e. you don't have to get the brand). Also, you get enough short swords and rapiers in this game that you'll almost never run out of possibilities. Sure, if an item is only for monks and you have no monks in the party, you can sell those. But the elemental items especially, hold on to those. Save all the Githyanki-specific stuff (not the basic ones though) for Lae'zel.
- Shadows and Wraiths are not affected (in my experience) by spike growth.
- I cannot overemphasize the power of the Dissonant Whispers spell for immobilizing and scaring enemies and Heat Metal for causing enemies to drop weapons. The way the enemy logic in the game works, if the enemy can punch you, it won't bother picking up its melee weapon. If you can get them to drop that weapon, pick it up ASAP to basically take it away. I did that with the Inquisitor in the Creche, for example, and that made it far easier to survive that fight.
- If you know the enemies you're about to fight use Dominate Person spell, go in there with Calm Emotion spell active, bless, Aura of Protection, and your Bardic Inspiration applied. And if needed, elixirs like Universal Resistance or Peerless Focus. Once you have the Blood of Lathander, whoever is carrying it can become a target for domination, and it seems uncanny that the enemy AI always chooses to fire off the Sunbeam (6D8 radiant damage).
- For the first Ketheric fight, drinking Elixirs of Necrotic Resistance can be very useful. The necromites will be doing necrotic damage. Ketheric, being a paladin (?), can down one of your characters in one move, so try to focus all attacks on him in my opinion. You cannot use Hold Person on Ketheric, by the way, but you can on the cleric who is creating more necromites, which makes it far easier to kill her. Have Shadowheart cast Spirit Guardians and go into pinball mode with the necromites while doing radiant attacks on Ketheric. Make sure you keep Dame Aylin alive during this fight. And due to Ketheric being able to down a character in one turn, I recommend that if you are damaged 10 or more, and have nothing to do with your bonus action, drink a low-power healing potion at least. Don't forget to include Wyll because he has a plot point in this act.