This chapter of the Baldur's Gate 3 guide describes a ready Fighter build. We suggest which race best suits the warrior class, how to allocate ability points, what equipment and passive skills you should choose, and what skills you should pick up.
Fighter is one of the most versatile classes available in Baldur's Gate 3, as it can be easily customized. Fighters know many fighting styles, can wear different types of armor, and, in some cases, even use magic. A classic Fighter equipped with a two-handed melee weapon, wearing heavy or medium armor is probably the most popular choice in any role-playing game. We also decided to follow this path in our proposed build. We also haven't forgotten about the ranged weapons that your Fighter can use in situations where you don't want to or can't get close to an opponent.
- Class properties
- Class passives
- Action Surge – important class passive
- Specialization (subclass)
- Upgrading abilities
- General tips
When choosing the right race for the Fighter class, it is definitely worth choosing a Shield Dwarf. Below is a list of bonuses your character will receive.
- 2 to Strength: a Fighter's main attribute;
- 2 to Constitution: another extremely important attribute for every Fighter;
- Dwarven Resilience: the character gets a bonus defensive rolls against Poison and gains Poison resistance.
- Darkvision: the character can see in the dark within a radius of 12 meters;
- Battle Axes Proficiency;
- Axes Proficiency;
- Light Hammer Proficiency;
- Combat Hammer Proficiency.
- Base race speed: the distance you can travel in each round is 7.5 meters.
If for some reason you do not want to play as a Dwarf, you can also choose Githyanki. However, instead of the valuable bonus 2 points to Constitution, you will get only 1 to Intelligence.
When choosing a background for your Fighter, you should choose the option that offers Athletics proficiency, as it is the only one associated with the Strength attribute. You can also decide on skills related to Dexterity. Avoid those that provide skills related to Intelligence and Charisma – they aren't developed in this build.
- Sailor: proficiency in Athletics (Strength), proficiency in Perception (Wisdom);
- Outlander: proficiency in Athletics (Strength), proficiency in Survival (Wisdom).
When you create a Fighter in Baldur's Gate 3, your hero will immediately acquire a few proficiencies, as well as an additional special action.
- Strength saving throw proficiency;
- Constitution saving throw proficiency
- Light Armor Proficiency;
- Medium Armor Proficiency;
- Heavy Armor Proficiency;
- Shields Proficiency;
- Simple Weapon Proficiency (e.g. short swords, daggers);
- Martial Weapon Proficiency (e.g. two-handed swords, two-handed axes).
Additional Fighter action
Effect: use your stamina for defence. Once a day you can recover 1d10 X (X - per each character level) health points.
Skill type: extra action, once a day.
When selecting skills for your Fighter, look for those that are associated with Dexterity and Wisdom. The only skill associated with Strength, which is Athletics, is obtained from the origin. Avoid those associated with Intelligence.
Depending on the background you choose, opt for any of the following options:
- Acrobatics: a skill associated with Dexterity;
- Survival: a skill associated with Wisdom;
- Perception: a skill associated with Wisdom;
- Insight: a skill associated with Wisdom;
For more information on all the skills available in Baldurs Gate 3, see the separate page of this guide revolving entirely around skills.
When developing the Fighter's attributes, you must first focus on Strength and Constitution. In this build, we also develop Dexterity.
We propose to allocate the ability points for your Fighter as follows:
- Strength: 17 points;
- Constitution: 17 points;
- Dexterity: 14 points;
- Wisdom: 10 points;
- Charisma: 8 points;
- Intelligence: 8 points;
If you want to opt for a background that gives your character proficiency in Intimidation, you can give 10 points to Charisma and 8 points to Wisdom.
After gaining a second level of experience, you will be able to determine your Fighter's fighting style. You will have 6 options to choose from, but in this build, we focus on fighting with two-handed weapons.
- Great Weapon Fighting: in case of a throw equal to 1 or 2 when attacking with a two-handed melee weapon, you can make another throw but you will have to use the new score.
The probability of rolling a score of 1 or 2 twice when attacking is so small that in practice your character will always be able to get a better result.
Action Surge – important class passive
When your Fighter reaches level 2, you will get access to a special action called Action Surge, which you can use once a day.
Effect: cross your boundaries and gain one extra action.
Skill type: action, once a day.
Additional information: with this skill, your Fighter will be able to perform two attacks in one turn. Try to save this skill when fighting a more challenging opponent.
When choosing a weapon for your Fighter, we suggest a two-handed sword (main weapon) and a longbow as a secondary weapon. With them, your hero will be extremely effective in direct combat, and will also be able to quickly finish a target from further away. The armor your hero should wear is either heavy or medium. Always try to use armor that will give your Fighter the highest possible Armor Class and additional stats, like Dexterity, to maximize their chances of survival.
Note that using two-handed swords gives your hero an additional Cleave action – you can attack several opponents at once. You can use it once per short rest.
This Fighter build focuses on the Battle Master subclass, which allows your hero to use various combat abilities (passive traits) to gain an advantage over the opponent and inflict additional damage. If you want to use a given action, you will have to use a special dice called the Superiority Dice.
- Superiority Dice: your hero has 4 d8 Superiority Dice that enhance their skills. Each dice can only be used once and is recovered after a short or long rest.
Battle Master's passive characteristics
When you select Battle Master, you will have 3 of 4 passive traits to choose from. We recommend Menacing Attack, Pushing Attack, and Riposte.
- Menacing Attack: use the Superiority Dice to inflict 1d8 X 1d8 (X - depending on character level) piercing damage and potentially scare the target;
- Pushing Attack: use the Superiority Dice to inflict 1d8 X 1d8 (X - depending on character level) piercing damage and potentially push the target away
- Riposte: when an enemy misses a melee attack, use the Superiority Dice to attack and inflict 1d8 X 1d8 (X-depending on character level) piercing damage.
It is worth pointing out here the fact that you can use the Pushing Attack to push an opponent from a height – they will receive additional fall damage. In many cases, a single attack like this one can finish off even more resistant enemies.
After reaching experience level 4, you will be able to improve your Ranger's abilities by spending additional 2 points on chosen abilities. This is the best time to increase Strength and Constitution to 18 points.
Before you start playing Baldur's Gate 3 as a Fighter, you should know a few key tips that will greatly affect your hero's combat effectiveness and help you choose the right targets.
- Cleave: using a two-handed weapon gives your character the Cleave action. It allows the Fighter to attack several targets at once if they are within 2 meters. Use this attack when there are at least 2 enemies near your character;
- Back attack: by attacking an opponent in the back or with a stealth attack, you gain Advantage on attack – it increases the chance of hitting the target;
- Second Wind: remember that the Fighter has a healing spell that counts as an additional action, not as a regular one as with standard spells, so it can be used in a single turn along with an attack. Second Wind restores after long rest in the camp;
- Action Surge: keep this ability for special occasions, such as fighting stronger opponents, because you can only use it once a day. It restores only after a long rest in the camp.