The Most Overpowered Build in Baldur's Gate 3 (Tavern Brawler Thrower Eldritch Knight)
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- Äas pĆidĂĄn 19. 06. 2024
- This build is insanely powerful, able to take out multiple enemies before they even have a turn. And the best part? This build is so easy to put together. No multi-class needed, and only 1 respec, which is optional.
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Timestamps
00:00 Tavern Brawler Thrower
00:29 Level 1 - Barbarian
00:46 Level 3 - Berserker
00:59 Level 4 - Tavern Brawler
01:13 Level 5 - Extra Attack
01:23 Level 6/7 - Change Class to Fighter
01:38 Level 1 - Duelling Fighting Style
01:57 Level 3 - Eldritch Knight
03:22 Level 4 - Tavern Brawler
03:29 Level 5 - Replace Spell
03:40 Level 6 - Dual Wielder
04:00 Level 7 - New Spells
04:08 Level 8 - Ability Improvement
04:45 Level 9 - Replace Spell
04:52 Level 10 - New Cantrip
04:58 Level 11 - Improved Extra Attack
05:12 Level 12 - Alert
05:40 BiS Helm - Sarevok's Horned Helmet
06:27 BiS Cloak - The Deathstalker Mantle
06:55 BiS Armor - Helldusk Armour
07:13 BiS Gloves - Gloves of Uninhibited Kushigo
07:30 BiS Boots - The Speedy Lightfeet
08:00 BiS Amulet - Amulet of Greater Health
08:25 BiS Ring 1 - Ring of Flinging
08:37 BiS Ring 2 - Callous Glow Ring
09:00 Weapon Progression
10:51 Don't Do THIS
11:25 BiS Off-Hand - Knife of the Undermountain King
11:47 BiS Ranged Weapon - The Dead Shot
12:03 Bonus Tip for Throwers
The Tavern Brawler Thrower is easily one of the strongest builds in the game thanks to Tavern Brawler which adds twice your Strength Modifier to the damage and Attack rolls when you throw. The extra damage being treated as a separate damage source leads to incredibly high damaging throws, especially when combined with the right equipment and a good throwing weapon. This build is also amazing because itâs incredibly simple and very straightforward to put together. So if youâre looking for an extremely powerful build that doesnât require multi-classing, this is it.
Class Progression
To get started, start level 1 as a Barbarian. As a barbarian you have unarmored defense which adds your constitution modifier to your armor class in addition to your dexterity modifier when not wearing armor. So make sure not to wear armor while a barbarian. Youâll also be unable to rage when you wear armor, so youâll know if youâre accidentally wearing armor.
At level 3 choose berserker. This gives you access to frenzy. Frenzy upgrades your rage granting enraged throw which is a bonus action. So you can now start combat with a throw and frenzy and each turn after get 2 throws.
At level 4 youâll get a massive power spike with your first feat. Choose Tavern Brawler and put 1 point into Strength bringing it to 18.
Tavern Brawler adds your strength modifier twice to the damage and attack rolls to your throws, and is the key feat of this build.
At level 5 you unlock extra attack. You can now throw twice on your first turn, use frenzy as your bonus action and get 3 throws each turn after that.
Between levels 6 and 7 youâre going to want to change your class to fighter. This change depends on when you reach act 2 and acquire the Lightning Jabber, which weâll talk more about in the gear section. Once you get this spear, thatâs the que to go to withers and change class to Fighter.
At level 1 fighter choose Duelling. This actually adds +2 damage when you throw once you get dual wielding because once you throw your weapon, the game registers you as having just a single weapon in your hand and youâll deal this additional +2 damage on every single throw.
At level 3 choose Eldritch Knight. This gives you weapon bond which ritually binds your weapon to your main hand, causing it to automatically return to you. Since Lightning Jabber doesnât do that automatically, make sure to bind it after each long rest.
For Cantrips choose Light. Light is important because once we get callous glow ring, weâll need to always have light on our thrown weapon to activate the bonus damage. For your other cantrip, if this is your dialogue character, choose Friends. Otherwise Minor Illusion. Minor Illusion can be used to group up enemies for big AOE damage using Nyrulna later.
For spells choose Shield and Thunderwave. Shield is extremely powerful to gain 5 AC as a reaction and since we wonât be using our spell slots almost at all, youâll get to activate this a lot. Thunderwave can be useful situationally to knock enemies into chasms, or to get rid of disadvantaged from threatened.
For your Expanded Spell, choose Expeditious Retreat. This spell gives you dash immediately and as a bonus action on each of your turns until long rest. Make sure to use Expeditous Retreat after each long rest because Youâll want to be able to use this bonus action dash immediately in combat as your bonus action each turn when wearing The Speedy Lightfeet to generate 3 Lightning Charges per turn. These Lightning Charges grant +1 to attack rolls and cause you to deal 1 additional lightning damage, and at 5 charges youâll deal an additional 1d8 lightning damage.
#bg3 #baldursgate3 #baldursgateiii - Hry
Check out my other build guides!
Paladin: czcams.com/video/RzX1qqR8y-U/video.html
Warlock: czcams.com/video/3aoY6YnCjbI/video.html
Cleric: czcams.com/video/exVHTLL4bY4/video.html
Hot Tip: you can switch between dwarven thrower and Nyrula by simply unequipping them before you throw. You can throw from your inventory (which will then equip the weapon when it returns) and unequipping doesn't cost an action of any kind.
You don't have to unequip. Just throw. And also I noticed a bug where if I had Nyrulna equiped and I threw for example the Orin's dagger or other weapons they returned into my main hand.
Caustic Band ring also works for +2acidic damage, and you can leave Callous Ring to another character that doesn't use weapons (like... an Eldritch Blast Sorlock!)
A solid variant is also 3rogue/4fighter/5barb, so you can enraged throw twice per turn + your 2 normal attacks. You still have Action Surge for your first turn. So you can throw 5 times on round 1 instead of 6, but you can throw 4 times on all consecutives rounds instead of 3.
Nyrulna or any returning weapon kind of makes the eldritch knight part of the build obsolete, youâre not really casting anyways. If you want to embrace more crits and stay pure fighter for three attacks per round, you could go champion as your fighter subclass, but I prefer barbarian for enraged throw when raging, multiclass into thief for an extra bonus action. Enraged throw will do extra damage, not targets prone, and will be 3 attacks the turn you rage and 4 attacks every turn after that. Also using an elixir of cloud giant strength will let you bump dex and con for unarmored defense.
Early levels of barb are easier if you wear armor since you wont have many points specd into con or dex. Also, its only heavy armor that makes you not able to rage.
Untrue. Go with no armor + high dex and con and 8 strength. Use potions for strength vs points for early levels.
Yeah, but you don't get a steady source of str pots until the underdark though which is recommended level 4-6 @@Hellebus
You can still rage with heavy armor. You dont get the benefits tho. But the rage abilities still works. I have har bazerker/thief so i throw 4 times every round. Frenzy throw dont have a penalty like frenzy strike, so its pretty good. I miss the old frenzy strike tho .
@@bastianbergholdt6019 Huh, everytime I try to rage while wearing heavy armor the action on the hotbar is greyed out and say "blocked by heavy armor"
Hmm thats wird. I amuseing Reaperâs Embrace and can rage :p @@luisapisacar9252
0:46 correction, heavy armor stops your from raging. Medium and light armor are fair game. Also wearing armor on your barbarian can be a good idea if it has a good effect or if your ac would better wearing it. ex: armor of agility
It says it.. right there.. on the screen. The things this man misses sometimes really baffle me
While you are right, it should stop you from raging, I am playing a similar build and the frenzy throws are still available, heavy armor or not
For those who don't yet know, you get Nyrulna from winning the Djinni's roulette game at the circus in Act 3 (pickpocket his ring before playing and you will win, he'll send you somewhere and Nyrulna is in a chest next to the portal at the exit)
You can also distract him as a bard and he will talk about his battles and travels and forget to cheat
Keep in mind only the player that takes the roll will go to the place. Once there, all alone, there are monsters you can rush and avoid, but youâll want a competent lock pick ability to open the chest. If youâre strong enough you can solo the monsters, but avoiding them by sneaking/rushing to the portal is acceptable if you just want the trident and not worried about XP farming.
you can just pick up the chest or break it @@joeracer302
@@joeracer302 and if not just pick up the chest and send it over to a companion đ
Me personally, I used an Invis potion, went Turn based Mode and crept around the place, Picking Up some items and ending in the Platform where the Portal + chest with Nyrulna are with, Like, two Turns of Invis left
i was doing some testing with this build and have learned the 1-4 firedamage from helldusk can make a good substitute as you can also inflict bleeding on the target.
quck note if you throw ANYTHING in camp scratch will want to return it to you and if you pick it up before he can both him AND the owlbear cub will attack the party
Love the content! Can't wait to start playing these builds.
Good build, now lower that con to 14 and raise your dex to 14, gain 1 AC at no loss of anything. Stat bonuses only increase on even numbers so there is no advantage to having a 15 con over 14.
For rage on barb it works with medium armor, which is honestly better before act III barb gear
Since i dont like i need to dash too much, i found some boots that give reververation whenever you inflict a status (which every throw does) would those be good replacement if i dont want to play with lighting charges?
Fun is subjective. I do find it fun though. Going pure here though is sub-optimal. Adding in war cleric 1, for create water, war priest, guidance, sanctuary and divine favor is a better use of that last level over a feat. War priest actually gets you a 7th throw on that opening round before factoring in consumables.
If I were to add the war cleric, which level should it be brought in you think? Level 6?
@@Zelhx yup. though since you can respec there's value in adding it earlier if you dont mind respeccing. basically you only want to be pure fighter at level 4 and 5. levels 1-3 and 6 onwards you'd want that 1 cleric in there.
I was just typing to respond with this. 1 level of War Cleric is so useful for multiple builds and I think too many people overlook it. I also give my Swords Bard 1 level of War Cleric, as it not only gives you the extra attacks and access to Cleric spells, but also contributes to spell slots as a full caster.
@@TheRobversion1 I agree for the most part, but would argue that respeccing to pure fighter at level 11 might be preferable for the 3rd attack.
@@hametsuj yup. lots of utility too in guidance, thaumaturgy, etc. And yes to respeccing at 11. forgot about that. so basically you want pure fighter at 4, 5 and 11. All other levels are better with the cleric dip.
I love the EK throw build
Nyrula also gives awesome CC/AOE magical attacks, and it does a lot of damage as a normal melee weapon. It gives a lot of option for your fighter beyond just throwing. All of the abilities make it the most OP thrower in the game IMHO.
Melee damage isn't exactly impressive, but you're right - this Trident ist crazy strong. It has too much Text for one Singular Item to be Bad, basically
It's my Monk/Barbarians primary weapon, with enraged throw plus my bonuses to unarmed and armed damage I'm blowing groups up like they're nothing.
@@Fr3elancerfloridawhatâs your stat and level spread for this build?
@@michaelhopkins4057
My full level 12 statblock bonuses explained is something like
22 strength - strength potion from act 2 for +2, +1 from tavern brawler, +2 from stat increase rather than a feat
18 dex from dex gloves in act 2 (i think could be end of act 1) native dex at 10
Con i believe is 14 (haven't played in a few days so I'm going off memory.
Int is 10
Wis is i believe 14
Cha is 10
Use bone daddy to respec into strength based once you get the gloves and you're ready to cook
"Be sure to get the waypoint while you're there."
This!
I've made that mistake so many times because I was consumed with whatever I was doing, not close enough to the waypoint to trigger it, then left and realized I never triggered the waypoint so I have to take the long way back. First playthru that's a normal thing but once you know where they are in subsequent playthru's you need to remember to do that which I don't always do.
with Dwarven Thrower, does using disguise self before equipping the thrown weapon and then removing disguise let you keep the extra dmg? (similar to Silver Sword of the Astral Plane) or does it go away as soon as you throw?
That's a really good question
I'd assume that as soon you throw it it unequips and then returns which re-equips it and would foul up the disguise self trick.
1) only heavy armor makes you unable to rage
2) your const bonus is often nowhere near worthwhile enough to make it necessarily to not wear good medium armor like adamantine, the only clothing that would maybe be acceptable is the barb spiked armor and you donât get that till act 2 anyway
3) choosing eldritch knight as a subclass purely for one small effect when you wonât use any of the spells (not to mention itâs a bad subclass) is kind of nuts, thereâs a weapon in early act 3 that returns to you no matter what; before this, there is a weapon in act 1 goblin camp that always returns to you that you can use in the meantime; i know he mentions these weapons but he doesnât mention that they return to you on their own and you donât need a subclass for it, absolutely not worth it to take eldritch knight. you can also form a collection of random weapons you get off enemies bodies and throw said random weapons
4) you can get perma see invisibility from volo, definitely not worth a spell slot
5) the deathstalker mantle cloak is more worthwhile on a rogue
overall very odd video
If you are using a returning weapon, maybe you can replace eldrich Knight with either Champion or Battle Master.
What are good stats spread?
Please keep doing build guides
Thank you! I will make more! :)
why did you go for callous glow instead of the ring that gives you 2 acid damage consistnatly without having to cast a spell?
i thing bc its redient dmg
Yeah but where do you throw your weapon against the big brain? I couldn't target it with throws at all and ended up losing my weapon on honor mode. Ended up just melee with my offhand to end the fight.
I would not recommend throwing for honor mode build just because there are some major bugs. I've had multiple unique weapons simply disappear completely after being thrown. The homing pike for example doesn't always return, especially if thrown outside of combat. Not very nice if the weapons that you build around just go missing and you can't reload a save.
Saw on reddit that some people only had the bug if they initiated with the thrown weapon.
Also tavern brawler + damage riders are nerfed in honor
:(
@@GoldenAfroZZ that happens to me yesterday. I threw Nyrulna to initiate an battle and lose the weapon and had to reload. Too risky do it in Honor mode.
I like the Monk 8/ Barbarian 4 throwmancer build.
How come?
@@TheDeadb3ar Barbarian 4 for enraged throw, tavern brawler for bonus damage to unarmed which throwing counts as, then monk for more bonus unarmed damage to stack on top. Plus if they get close you can stunlock them in melee if they fail saves.
Throwing doesn't count as unarmed damage. Tavern brawler just works for unnamed and throwing damage. So the additional damage from unarmed attacks from monk doesn't work :/ But it's still great since you can take advantage of the crazy unnamed damage bonus from tavern brawler
@@TheDeadb3ar I mean I'm throwing the trident with 22 strength with enraged throw like every turn. Even if I dont rage I'm still doing loads of damage. The throw manner aspect of my build is more secondary than anything. Sometimes I pick up a mf and throw them at another mf
Dwarven hammer in dwarf hands is better then nirylna.And,my opinion,better use shield in second hand.A lot of enemy can easly break 25-26AC,but not 30 AC.
Whenever I throw the jabber, the dagger shifts into my main hand weapon and I need to switch it back after every battle. Anyone else getting this? If so, how do you solve it.
I'm not sure if getting fighter 11 and giving up enraged throw is worth it... I agree with everything in the video except for not going 5 barbarian, 4 fighter, 3 thief... being able to knock things prone x2 is huge. This gives 4 attacks per turn without haste or action surge compared to that of fighter 11 which is 3.
Yeah the main reason to go rldritch knight is that lightning jabber in act 2 but since he replaces that anyway in act 3 I donât think thereâs that big of a reason to stay EK
Also i guess the other reason to go EK is fighter to 12 gets like 5 feats and barb/rogue/fighter gets 2 but since there are no feats beyond one ASI and TB that improve a throwing build thereâs no benefit to staying fighter imo
Either this guy knows about a bunch of bugs in place or I donât think he understands the game entirely anyway. Heâs telling you to keep dueling as EK while dual wielding which are two things that specifically donât work together.
You don't always want to use the legendary weapon in some fights because it also injures your party if they are near... so binding a 2nd weapon is good... you also get action surge & a feat if you go 4 fighter... Eldritch knight shield spell is also great, you can use it as a reaction even while raged.@@theusernameicoodfind
@@matthagan2977 well if you're talking raged then you mean EK and Barb which i didn't mean. And yeah I don't like nyrulna because of that aoe limiting where i can put my party members, but dwarven thrower doesn't run into that issue.
Half-illithid Karlach is worthy of reporting for terrorism
Im newer to the lingo. Half illithid? You mean using several worms on her?
@@majinbobbyhill828 you turn half illithid when you consume the astral tadpole
You definitely forgot wildshape druid works perfectly with tavern brawler â€
He didn't forget? This is a specific build lol
Duelist and dual wielding doesn't that cancel each other out???
Im clearly missing something that must be really obvious, so apologies ahead of time.... Why change class? Why not either stay Barbarian or start off as a fighter?
i fed the boots to Gale T_T
good custom race choice is duergar. enlarge and invisible as racial bonus spells, don't need disguise self for dwaven thrower
yup. Duergar is arguably the best race for most builds since at will invis is strong (generating surprise is awesome) and the duergar enlarge is non-concen. To say nothing of their multiple advantages to saves and poison resistance.
Haha. What a broken race
I have noticed the death stalker mantle doesnt have you go invis every time you kill something at range as a EK tavern brawler build. I have one I am in Act 3 currently
I noticed that if enemies die to your "cull the weak" illithid power, it doesn't activate the invisibility. I had to turn that power off for my dark urge because he was relying heavily on that invisibility for survival.
Ahh i didnt realize that and i have that ability thanks for the info@@fazaani88
â@fazaani88 Cull the Weak interacted fine with my Deathstalker's Mantle on the TB Monk run I just finished. I'm pretty sure I even got an invis proc when I pushed an enemy to their death while having the power that deals bonus psychic damage when you make something fall.
What is the point of re-speccing halfway through?
Strong yes, but also one of the most annoying builds imo.
Selecting throw and choosing weapon to throw each time is tedious.
Weapons not returning when throwing to initiate combat is annoying.
Path of throw constantly being interrupted by invisible things is annoying.
Subconsciously I started to use my thrower less and less in battle,
trying to kill things before I had to use them.
It just got under my skin after 50+ hours đ
Helldusk gloves are better, the fire damage applies to thrown weapons. And I'm pretty sure heavy armor debuffs barbarians in some ways, I'm currently using amour of agility.
lol it is lv12 fighter at the end . Didnât even finish watching?
my guy the video literally says "at this point you're going to change class" and "level 12 fighter"
I hope someone sees this comment: I'm wondering if this build works well in honor mode. I heard certain things, namely tavern brawler, work a bit different in honor mode. Is this build worth using in HM still?
TLDR: Tavern Brawler works the same in Honor Mode as Tactician as far as I know.
The difference in honor mode is that they nerfed Damage Riders treated as Damage Sources (DRS)
A damage rider is something which adds to the damage dealt by a source. A rider cannot deal its damage independently - there must be an applicable damage source for it to "ride". The damage added by Hex is a typical example of a damage rider. Damage riders don't trigger other damage riders only damage sources do. In the hex example, the necrotic damage from Hex is a RIDER and the, say, Eldritch Blast that triggers the RIDER from Hex is a Damage Source.
However, there are some damage riders which defy the typical trends. They still must "ride along" with a damage source in order to be applied, but when the damage is calculated they are treated as damage sources instead of damage riders. This means that these "damage riders which are treated as damage sources" can then cause normal damage riders to be applied once again as part of the same ability (e.g. attack or spell) which caused the damage.
Nearly all DRS(Damage Riders treated as Damage Sources) effects are treated like normal Damage Riders when playing on Honor mode.
This affects throwing builds to a certain extent because they got a lot of power from DRS and in Honor Mode that no longer is the case and you will have to adjust the above build and equipment accordingly.
In a deluge of BG3 content --yours is among the best. Really appreciate your perspective and thoughtfulness but also the editing, execution and delivery. Some of the stuff out there is informative but super annoying to listen to.
Wow, thank you so much for this, it made my day! :)
When I have used bound weapon with Eldritch knight, the weapon loses it's bond for any extra attacks making it not return if thrown multiple times per turn.
Ah I was wondering what was triggering it. I think this wasnât always the case. I feel like it started after Patch 5, and Iâm not sure if it is intentional or some accidental bug introduced with the patch.
Bug was in even before patch 5.
If you throw a weapon with the return property outside of combat or to start combat the weapon will not return.
Isn't it way better to just stay barb, or multiclass? you'll always have more actions that way when you're below lvl 11. also the difference between maxing all your rolls on a crit between the returning pike vs jabber is like 2 points of damage - surely that doesn't justify giving up the extra attacks and switching to EK for bound weapon? barb fighter theif blows EK out of the water and it's not even close.
I though you can rage as long as you donât wear heavy armour, but donât get any of the benefits in light or medium armour
Is there any reason to stay and eldrich knight after getting nyrulna?
Lighting Jabber is still strong, doesn't aoe your party, yourself, or friendlies and doesn't require the fiddly micro of Disguise Self: Dwarf for the Dwarven Thrower if you want to just do single target throws. Plus constantly having disguise up can ruin immersion for some players especially in cut scenes.
Unless it's fixed, throw build is totally useless against the final boss, casuse it's over a chasm, and your weapon will not be able to be thrown cause it will drop into oblivion.
Get used to "path is Interupted" over, and over, and over, and over... I also hit my party member with the aoe from the trident alot lol. However if played right, that can be avoided.
Just a note for cantrips* never take friends. It is either still bugged or Larian never meant for it to be used on any npc because it can cause the entire grove to go hostile on you.
Also at 3:50 wouldnât dual wielding negate dueling from working? The wording on it means you canât have another weapon in your off hand, does it not work that way?
What's fun for me was 8Gloomstalker/4Assassin + sharpshooter + pass without trace + extended greater invisibility + dual hand crossbow = stealth killing machine
Why not both? đ
Donât know if this will be seen but I managed to make a viable dex twf (pseudo)build it took way to much thinking as the problem with twf is getting damage riders.
So 1 fighter for twf, warlock 5 pactblade, 4 thief and 2 spore druid cause drs.
Stat split after hair mirror of loss
8,20,14,8,12,18
Weapons of choice main hand pact blade trident of waves, offhand coldsnap essentialy doubling coldsnaps elemental damage.
Helm of balduran, brood motherâs revenge, dark justiciars gauntlets has all fire ones have reduced damage. Rings strange conduit as hex is helping damage out put even further. Baalist armor or armor of agility.
Stats??
Your build recommends heavy armor, but there is no where that made me proficient in heavy armor.
Pause at 6:58 and read Helldusk Armor.
Choose chimpanzee at wild heart barbarian 6. Throw food to blind targets...
Is Duelling bugged some how? lol
WHY you are not telling about stats????!?!!?!?!?
âFunâ is debatable lol. This build was boring AF, you literally only throw. It is completely OP, and as early as level 4.
Lool yup but I love it
Some people enjoy the power trip it allows
always fun yeeting your way to victory. and fun to play with friends who are D&D nerds but this is totally different from any strong build in vanilla 5e. their laughs alone make it worth. @@LordAryu
Iâll take it seeing as all these bosses have legendary actions on honor mode, I need my golden dice .
Honor mode
You want fun builds, but then turn them into work...
"if you're looking for an extremely powerful build that doesn't require multiclassing, this is it!" ...đ€ Am I missing something bc it definitely seems to require substantial multiclassing
No, it involves respeccing. Watch again.
The spell switching makes no sense to me.
But if I'm sincerely honest in my humble
opinion, without being sentimental, and
of course without offending anyone who
thinks differently from my direction but
rather looking into this serious matter
with a perspective distinction and without
condemning anyone's point of view,
honestly think and feel that I have nothing
to say
Check out these 7 insanely cool things that are OP in Patch 5! czcams.com/video/433_kci2DwI/video.html
build looks fun but clicking your weapon every attack is so annoying lol
I was expecting some funny build...
Actually there is an item build that is much stronger... And more fun... You wanna be a Rogue (obviously) and just go for crit... In Act 2 I think it was is an item that gives you 1d10 bonus damage if you crit... That damage can also crit... And cause another trigger of said effect... Practically its omnipotent... Most I have dealt is 427 to Raphael on Damage tests... But there are spells that allow for easier crits............... So no need for that... Have fun breaking Bg3
Ummmm actually fun is subjective so this canât actually be the most fun build đ€
Yea that doesnât sound fun.
Less than a minute in and already false information. You can wear medium armor on a barbarian without issues. You just can't wear heavy armor.