Baldur's Gate 3: The 4 Party System
Introduction
In my quest to find the best balance of party members, I noticed a trend where many of the recommendations for various characters and classes overlap. One classic case is how almost every character and class build recommends having the Disintegrating Night Walkers boots. Or how almost every class and character recommendation about which elemental build to use recommends the lightning build.
This can get frustrating as a new
player because then you wonder what to do with the other 3
members of your party (assuming you prefer having 4 characters
in your party). I tend to have nearly all the recruitable
characters in my party by the end of the game. I save
Minthara, recruit Halsin and Jaheira, and try to recruit
Minsc. My camp is nearly always full, including even the
owlbear cub.
So I had the idea to make each character or class their own elemental build in such a way that you can mix and match as you see fit throughout the game without characters competing over items. It's not fun, for example, to want to take Jaheira with you to try out how druids work only to have to grab all the equipment from another person who was in your party just to move it all over to Jaheira.
So then here is my recommendation
system. I recommend assigning every character an elemental
damage set or other type of item set. I'll explain it
through several different lenses: assigning
elemental sets to characters, assigning
elemental sets based on class, and finally what elemental
sets should work best with every class. Basically,
three ways to sort my idea.
Assigning Elemental
Sets to Characters Based On Story
DnD party composition as represented in BG3
is a very complex topic, and there are many ways to look at
it. Let's first look at it from the perspective of
story/lore based assignment to the elemental types. Keep
in mind I have a section for choosing elemental damage types
based on class.
I considered setting each character to a
specific elemental damage type. Some characters have a
stronger logical connection to the various elements than others
do. Here is my opinion on how they could each be assigned
to their own damage type. They are listed in the (typical)
order in which they are encountered:
- Lae'zel: Psychic set, as most the items with Githyanki-specific bonuses are psychic.
- Shadowheart: the Dark Justiciar set tends to do necrotic
damage (mainly the scimitar). However, I tend not to use
a style of combat where I am hiding, so I generally don't use
the Dark Justiciar set. I find that Shadowheart does
more damage as a tempest cleric with the lightning set or a
light cleric with the radiant set.
- Gale: whether wizard, sorcerer, or partially multiclassed
with cleric, the lightning set tends to be best for him in my
experience.
- Astarion: the lore seems to point towards him being an
Arcane Trickster, but I find that he does best with the poison
set because it is not a complete set, but that allows him to
use items that work well with him outside of that (like the
titanstring bow or dual wielding some weapon with the club of
hill giant strength).
- Wyll: if you stay with his story subclass, The Fiend, then
fire is likely best (as he can get the infernal rapier).
However, if not, the cold set is good for him, especially with
Cone of Cold and Armor of Agathys spells.
- Halsin: he tends to wild shape, so circle of the moon is
likely his best subclass, and no particular elemental set is
best.
- Karlach: I think the fire set works best with her natural
fire resistance, but the thunder set also works with her.
- Minthara: if she stays oath of vengeance, radiant is likely
best; but if she becomes an oathbreaker, the necrotic set is
best.
- Jaheira: while the story seems to indicate poison set,
circle of the moon/stars can justify the radiant set.
- Minsc: I have little experience with him, as he is recruited late in the game. His persona in BG3 could suggest thunder damage, but his default is Hunter Ranger. You could potentially go any direction.
- The Dark Urge: per the story line, oathbreaker paladin could
get the necrotic set, storm sorcerer could use the lightning
set, etc. The Dark Urge doesn't really have a specific
storyline element to dictate any specific set.
Do you have a headache yet? There are so many options to choose from, so much that there is basically no right answer. So the above is just my guess.
Side Quest: Armor
By the way, since I greatly prefer to have medium or heavy armor on all my characters, I will list this here briefly. While DnD and BG3 generally favor the ones who can do the most damage the fastest, I also prefer to pick classes that have access to medium/heavy armor by default. So I will list briefly how you can or cannot obtain this for each character.
- The Dark Urge: you can choose any race, so if you want to
use your species to get armor, Shield Dwarf and Githyanki have
medium armor proficiency, while humans have shield
proficiency.
- Lae'zel: having medium armor by her race and heavy armor by her fighter class, she is already good.
- Shadowheart: has medium armor by her class of Cleric.
- Gale: if you want it, you'll need to take level 1 in Fighter, take the feat, or just go without it.
- Astarion: if you want it, you'll need to reclass or take the feat, as Rogue doesn't offer it. Hint: Ranger with urban tracker level 1.
- Wyll: choose Hexblade Warlock and you have it. Not really accurate to his backstory, but who cares?
- Halsin: druids can get medium armor proficiency.
- Karlach: already has proficiency in medium armor.
- Minthara: already has heavy armor (Paladin).
- Jaheira: druids usually get medium armor proficiency.
- Minsc: Rangers already get medium armor, or you can take Ranger Knight subclass for heavy armor.
- Tav: this is your character, so if you choose Githyanki or
Shield Dwarf, you can make sure you get medium armor
proficiency.
Back To Topic: Elemental Sets Based on Class
You may want to instead focus on the freedom
to mix and match characters based on class instead. Then
here is my opinion as to which classes and subclasses work best
with different elemental sets. Keep in mind I don't list
subclasses that don't provide a significant change to the main
class.
- Barbarian: Not really anything specific, though Elemental Cleaver for giant subclass can work with acid, cold, fire, lightning, and thunder.
- Bard: Most the spells focus on fire damage, but all of the colleges (especially Lore) get to choose spells from other classes, allowing you to choose your path. Keep in mind, however, that only College of Swords Bards get medium armor.
- Cleric: Very versatile. Most the spells are fire, then
radiant or thunder, but your Domain can determine your focus:
- Life domain: the Healer set.
- Light domain: the Radiant set.
- Trickery domain: the Disguise set.
- Tempest domain: the Lightning set.
- Death domain: the Necrotic set.
- Druid: Very versatile, and your subclass determines
specialization:
- Circle of the Land: depends on the sub-set:
- Swamp: the Necrotic, Poison or Acid set.
- Arctic: the Cold set.
- Coast: the Lightning set.
- Forest: the Lightning set or Poison set.
- Grassland: the Radiant set.
- Mountain: the Lightning set.
- Desert: the Necrotic set.
- Underdark: the Necrotic set.
- Circle of the Moon: the Radiant set.
- Circle of Spores: the Necrotic set.
- Circle of the Stars: the Radiant set.
- Fighter: Other than Arcane Archer or Eldrich Knight, there's no focus.
- Arcane Archer's arcane arrows can deal psychic, force, necrotic or poison damage.
- Eldrich Knights: mainly the fire or thunder sets.
- Monk: Depends on the specific subclass:
- Way of the Four Elements: you can focus on thunder, acid, cold, fire, lightning, psychic, or poison.
- Way of the Open Hand: access to Necrotic, Psychic and Radiant options.
- Way of the Shadow: mainly hiding mechanics, but at level 11 gets Psychic options.
- Paladin: most smites tend to be Radiant. Other than
Ancients (due to access to Moonbeam) or Oathbreaker types
(Necrotic), focus on radiant.
- Ranger: Depends on many options:
- Archetypes: not much of a difference other than Sanctified Stalker (the Radiant set).
- Natural Explorer types: not much difference except the Wasteland Wanderer subtypes, which are obvious based on element.
- Subclasses:
- Gloom Stalker: the Disguise set (often multi-classed
with Rogue).
- Swarmkeeper: the Lightning set (Cloud of Jellyfish) or
the Psychic set (Flurry of Moths).
- Rogue:
- Arcane Trickster: mainly thunder.
- Swashbuckler: the Psychic set but only through Dirty
Trick: Vicious Mockery.
- Sorcerer: literally anything, but mainly the Lightning set due to its power.
- Draconic Bloodline: pick a bloodline for an element. Red: Fire. Black: Acid. Blue: Lightning. White: Cold. Green: Poison. Gold: Fire. Silver: Cold. Bronze: Lightning. Copper: Acid. Brass: Fire.
- Storm Sorcery: the Lightning set, but also works with Cold
and Thunder.
- Shadow Magic: the Necrotic set (your Nimbus deals
necrotic).
- Warlock: depends on the subclass and Pact Boon:
- The Fiend: the Fire set mostly, but the Cold set by level
9.
- The Great Old One: the Psychic set.
- The Archfey: the Psychic set.
- The Hexblade: very versatile; mainly Psychic or Radiant
sets, but with Elemental Weapon you can pick Acid, Cold,
Fire, Lightning, or Thunder sets; then with Accursed Spectre
you can pick Necrotic.
- Pact Boons: for only Pact of the Tome, the Psychic or
Radiant sets.
- Wizard: I'll recommend elemental sets by the spells within
the school below, but you can choose any spells you want
regardless of the Wizard school, so anything is possible
(especially with spells like Chromatic Orb).
- Abjuration: possibly the Radiant set (think Cleric).
- Evocation: anything is possible, but especially Cold and
Lightning.
- Necromancy: the Necrotic set.
- Enchantment: seems to focus on Psychic damage.
- Illusion: seems to focus on Psychic damage.
- Transmutation: whatever you want (think Druid) but Lightning Arrow should work with the Lightning set.
Assigning Elemental Sets to Classes
Finally, if you wanted to think of it in reverse, i.e. you happen upon all the elements to a nice build but want to assign a character to it, or reclass a character to it, here are your options.
- Acid: Giant Barbarian, Circle of Land Swamp Druid, Way of the Four Elements Monk, Black/Copper Draconic Bloodline Sorcerer, Hexblade Warlock.
- Cold: Giant Barbarian, Arctic Circle of the Land Druid, Way of the Four Elements Monk, White/Silver Draconic Bloodline Sorcerer, Storm Sorcerer, The Fiend Warlock, The Hexblade Warlock, Evocation Wizard.
- Fire: Giant Barbarian, Way of the Four Elements Monk, Oathbreaker Paladin, Red/Gold/Brass Draconic Bloodline Sorcerer, The Fiend Warlock.
- Force: Arcane Archer Fighter, Oath of the Crown Paladin
- Lightning: Giant Barbarian, Tempest Cleric, Coast/Forest/Mountain Circle of the Land Druid, Way of the Four Elements Monk, Swarmkeeper Ranger, Blue/Bronze Draconic Bloodline Sorcerer, Storm Sorcerer, Hexblade Warlock, Evocation Wizard, Transmutation Wizard.
- Necrotic: Death Domain Cleric, Swamp/Desert/Underdark Circle of the Land Druid, Circle of Spores Druid, Arcane Archer Fighter, Way of the Open Hand Monk, Oathbreaker Paladin, Shadow Magic Sorcerer, Hexblade Warlock, Necromancy Wizard.
- Poison: Swamp/Forest Circle of the Land Druid, Arcane Archer Fighter, Way of the Four Elements Monk, Green Draconic Bloodline Sorcerer.
- Psychic: most Bards, Arcane Archer Fighter, Way of the Four Elements Monk, Way of the Open Hand Monk, Way of the Shadow Monk, Swarmkeeper Ranger, Swashbuckler Rogue, Great Old One Warlock, Archfey Warlock, Hexblade Warlock, Enchantment Wizard, Illusion Wizard.
- Radiant: Light Domain Cleric, Grassland Circle of the Land Druid, Circle of the Moon Druid, Circle of the Stars Druid, Way of the Open Hand Monk, basically all Paladins, Ranger with Sanctified Stalker archetype, Hexblade Warlock, Abjuration Wizard.
- Thunder: Giant Barbarian, Way of the Four Elements Monk,
Storm Sorcery, Hexblade Warlock, Bladesinging Wizard with
Phalar Aluve (Shriek).
So Then, Examples of the 4 Party System:
So here's some examples of how you could set up a party of four with different elements while staying within the usual party members:
- The Basic Four Characters:
- Shadowheart: the Radiant set. Holy Lance
Helm, Mantle of the Holy Warrior (cloak), Luminous Armor
(medium armor), Gloves of Belligerent Skies, Boots of Stormy
Clamour, Blood of Lathander, Adamantine Shield, Gontr Mael
Longbow, Callous Glow Ring, any additional ring, and any
pendant / necklace
- Laezel: the Psychic set. Circlet of Psionic
Revenge, any cloak, Psionic Ward Armor, Braindrain Gloves,
Boots of Psionic Movement, Soulbreaker Greatsword, Ring of
Mental Inhibition, Strange Conduit ring, any pendant, any
ranged weapon.
- Gale: the Lightning set. This list is from
elsewhere on the internet, but I recommend it. The
Lifebringer circlet, any robe or cloak, The Jolty Vest
(medium armor; The Protecty Sparkswall if you need clothing
instead), Speedy Lightfeet (if not using the wet condition
trick; otherwise the Watersparkers), Blast Pendant amulet,
Sparkswall ring, Spellsparkler quarterstaff, Joltshooter
longbow, Real Sparky Sparkswall shield.
- Astarion: the Poison set. Any helmet or circlet,
Derivation Cloak, the Poisoner's Gloves, any boots (like
Disintegrating Night Walkers), Cruel Sting longsword (or
Thorn Blade if dual wielding with Club of Hill Giant
Strength), any ranged weapon (select Titanstring Bow if
using Club of Hill Giant Strength), Broodmother's Revenge
amulet, Poisoner's Ring.
- Main Character Bard:
- Your character: Shield Dwarf Bard College of Lore, medium
armor (race), psychic damage set or any set.
- Shadowheart: the Healing set.
- Gale: the Lightning Set.
- Combat specialist: Karlach (fire) Laezel (psychic) or Minthara (radiant/smite).
- Main Character Paladin:
- Your character: any race with any Paladin oath. Get radiant set.
- Shadowheart: fire or cold set.
- Astarion: poison set.
- Gale: lightning set (various combos of draconic sorcerer, tempest cleric, storm sorcerer, and/or evocation wizard)
- Main Character Wyll:
- Wyll: cold set.
- Shadowheart: lightning set.
- Lae'zel: thunder set.
- Astarion: poison set.
- Main Character: Gale
- Gale: lightning set.
- Shadowheart: radiant set.
- Astarion: thunder set.
- Lae'zel: fire set.
- Main Character: Shadowheart
- Shadowheart: lightning set.
- Gale: cold set.
- Astarion: thunder set.
- Minthara: radiant set.
Spell Analysis for Elemental Sets:
This is a list of a statistical analysis of
all the spells available to the various classes, in order of
prevalence. This information should be helpful in
selecting an elemental damage set for the various classes.
It's ideal to try to match the spells in a class to the
elemental set so that you achieve synergy with the set and the
spell damage you will likely be doing. I will list the
most prevalent elemental damage type first, then the second most
prevalent, the third most prevalent, etc. Options with a
slash are a list of elements with equal weight: this means that
clerics are mainly fire but then the second option is radiant OR
thunder because they have equal spell occurrence.
- Bard: fire, then cold, then thunder.
- Cleric: fire, then radiant/thunder. Note that light domain is usually best at radiant and fire, while tempest domain is best at lightning and thunder.
- Druid: fire, then poison, then radiant/cold. Note that land druids favor poison but have multiple sub-domains that can change their main element, spores druids favor necrotic, stars druids favor radiant, and moon druids favor healing.
- Fighter (Eldrich Knight): fire, then thunder.
- Paladin: radiant (smites).
- Ranger: radiant and lightning.
- Rogue (Arcane Trickster): thunder, then
acid/fire/poison/cold (but keep in mind they get few spells).
- Sorcerer: fire, then poison/cold/lightning. Note that
some subclass options can influence elemental proficiency
slightly (example, storm sorcerer).
- Warlock: fire, then necrotic, then cold.
- Wizard: fire, then cold/lightning, then necrotic/thunder.
Various Sets Explained:
The Radiant Set
I like this set! It usually consists of the Holy Lance Helm, Mantle of the Holy Warrior, Luminous Armor, Boots of Stormy Clamour, Blood of Lathander (or Selune's Spear of the Night), Gontr Mael longbow (if proficient), and Callous Glow ring. It works well with Paladins, Moon Druids and Light Clerics because they have an affinity for radiant damage (in the sense of more of their spells seeming to revolve around radiant damage). Especially Moon Druids and Light Clerics gain advantages because one can add a few items from the Healing Set, such as the Hellrider's Pride gloves (buffs those you heal), either the Ring of Salving or The Whispering Promise ring, and the Amulet of Restoration.
However, note that the radiating orb condition can afflict party members as well on accident, meaning it could work against a buff spell like Bless. This means your party members might want to give your radiant set character a bit of space to not get afflicted or you might adjust your playing style so that the radiant set character is usually not next to friendlies (i.e. to a Paladin who smites). Note that this is my experience, but as of writing this, I have not figured out what part of the radiant set is causing radiating orb: in theory, just substituting something else for that item may reduce or eliminate the risk of debuffing friendlies.
The Lightning Set
I love this set also! It sort of comes in two varieties based on the boots you equip. The Speedy Lightfeet will build up lightning charges when you dash (think of it as static electricity, sort of). The Watersparkers depend on standing in water and will necessitate casting spells or water jugs to get enemies wet and make wet surfaces. It's up to your playing style, but note that the wet condition amplifies lightning damage to most enemies. But it often requires an additional turn of some party member to cast a spell or water jug, so it may or may not work for you. Try both types.
The Lightning set often consists of the Lifebringer circlet, Jolty Vest or Protecty Sparkswall, Speedy Lightfeet or Watersparkers, Blast Pendant amulet, Sparkswall ring, Spellsparkler quarterstaff, Joltshooter longbow, Real Sparky Sparkswall shield.
Note that you only get one chance to get the Spellsparkler quarterstaff! So when you rescue the advisor from Wakeem's Rest, don't pick the Joltshooter longbow, in my opinion (you get another chance in Act 3 if I remember correctly). Note that if you didn't get the Spellsparker, that's ok, you can use other options. But the quarterstaff is (in my opinion) for a dedicated spellcaster who gains to benefit from holding it but not swinging it. You can technically go Bladesinger Wizard and wield a sword but still use the rest of the set for lightning spells. Some websites say the Wizard version is better, and I partially agree only because Wizards can change their spells (in case you like switching it up based on what enemies you will encounter). There are other build versions such as Storm Sorcerer, Draconic Sorcerer (pick a color ancestor that benefits from lightning), and some that even add Tempest Cleric.
So far, I like the Tempest Cleric type
mainly because it provides access to medium armor, meaning the
Jolty Vest, and then multiclass into Draconic Sorcerer with the
proper bloodline. However, I also find that this build
requires me to sink a lot into CHA and WIS and CON, meaning STR
and DEX are often 10. This isn't an issue if you remain a
dedicated spellcaster and have a good dedicated combat
specialist in the party like a Minthara paladin build. But
that's the beauty of DnD: there are many ways to do the same
thing, so do what works for you.