Rogue’s still don’t have a lot of customization in the early access version of Baldur’s Gate III, however, there are still plenty of choices that will help players build a stable or more sturdy rogue. Rogues are known for being fairly weak but use stealth and damage to make up for it. There are many ways to tweak the early access rogue to fit one of the many rogue story archetypes.

While some of the classes, like Cleric, Ranger, and Warlock have been heavily expanded upon, the rogue is, unfortunately, not one of these heavily expanded on. The base that players are given from the start off the game are more of assassin type rogues.

SCREENRANT VIDEO OF THE DAY

Races and Subraces for Rogues in Baldur’s Gate III

For creating the ultimate character of any class, players should look closely at which stats are affected by the race and subrace. Rogues are heavily dependent on Dexterity. However, they don’t have a secondary stat. Due to this, the secondary stat can be completely up to the player. For a bard-like rogue, take Charisma. For a more mage-like rogue with arcane abilities, players should put something into Wisdom or Intelligence.

Races that naturally are gifted with Dexterity are Elves, Drow, Half-Elves, Humans, and Halflings. The Wood Elves and Drow are particularly stealthy with a +2 to their Dexterity. Wood Elves are naturally gifted at hiding out in the wilderness with Mask of the Wild. Drow have the dancing light cantrip to start and better Darkvision. Half-Elves are great as they get a Charisma bonus and two points of the player’s choice.

Humans gain a +1 to every stat, not making them great as anything in particular, but still gaining a boost. Halflings are the best choice, outside of Wood Elves, as they get a +2 in Dexterity and the Lucky trait that allows them to re-roll a natural one on any ability check, saving throw, or attack roll. The Lightfoot subrace is the best of the Halfling choices as it automatically gives them the Naturally Stealthy trait. This, much like the Wood Elves Mask of the Wild, allows the player to hide, however, it doesn’t require it to be outside.

See also  Poppy Playtime's Kissy Missy Could Be Chapter 3's Main Monster

Origins and Skill Selection for Rogues in Baldur’s Gate III

Rogues are the only class that gets a choice of four, rather than two, skills to make proficient. Of these, players have a choice between Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth. For a character that talks more to get their way Deception, Persuasion, Insight, and Intimidation are great choices. For a character that is all about stealth and making their way around Acrobatics, Athletics, Sleight of Hand, and Stealth are the best choices. Or a mix of these skills makes a well-rounded rogue.Players shouldn’t forget that they also get an origin that gives them proficiency in two skills. These skill proficiencies and the player’s choice of proficiencies cannot overlap, giving the player a total of at least six skill proficiencies. Some of the easier and more obvious rogue-like choices are Charlatan, Criminal, and Urchin. However, some nice alternative options that still fit within the archetype are Entertainer, Outlander, and Hermit. The player can choose whatever they feel fits their character, these are simply ones that will fit easily into the idea of a rogue.

Leveling Choices for Rogues in Baldur’s Gate III

Unlike most of the other currently available classes rogues don’t get a ton of leveling choices until they reach level three. Rogues start with the ranged and melee sneak attacks. This sneak attack adds an extra 1d6 of damage minimum. At second level they gain the cunning action ability, which makes the player’s dash cost a bonus action instead of an action.

At level three, players get the choice between two of the rogue archetypes. These archetypes are the Arcane Trickster and Thief. The Arcane Trickster gains two cantrips and three level-one spells as well as the Mage Hand Legerdemain feature. This Mage Hand Legerdemain feature gives a casted mage hand that ability to become invisible and carry out more specialized tasks. The Thief subclass gains two features, Fast Hands and Second-Story Work. Fast Hands gives the player a second bonus action every round. Second-Story Work gives the player resistance to falling damage and causes them to land on their feet when falling.

Cantrips:

  • Acid Splash – A two-meter AOE attack dealing 1d6 acid damage to each creature caught within it.
  • Blade Ward – Gives the player resistance to bludgeoning, piercing, and slashing damage from weapon attacks.
  • Chill Touch – Touch-based attack spell dealing 1d8 necrotic damage which the target cannot heal from. This spell also gives undead targets disadvantage on their attack rolls.
  • Dancing Lights – Creates several wisps of light that illuminate a 12-meter radius from the caster.
  • Fire Bolt – An attack spell that deals 1d6 fire damage and creates a flammable surface.
  • Friends – Gives the caster advantage on Charisma checks against a non-hostile target for up to 10 rounds.
  • Light – Infuses a selected object with light.
  • Minor Illusion – Creates an illusory image that distracts nearby creatures, compelling them to investigate.
  • Poison Spray – Creates a puff of noxious gas that deals 1d12 poison damage.
  • Ray of Frost – An attack spell that deals 1d8 cold to a target and reduces their speed by three meters.
  • Shocking Grasp – A touch-based spell that deals 1d8 lightning damage.
  • True Strike – Gives the caster advantage on attack rolls against the target.

Archetype Specific Spells:

  • Charm Person – Magically charms a humanoid the player can see.
  • Color Spray – Creates a dazzling array of flashing, colored lights that Blinds creatures up to a combined 33 hit points.
  • Disguise Self – Magically changes all the aspects of the caster’s appearance.
  • Sleep – Puts creatures up to a combined 24 hit points into a magical slumber.
See also  Aquaman is Fighting His Brother To NOT Be King of Atlantis

Level One Spells:

  • Burning Hands – Fire shoots from your outstretched fingers. It ignites anything flammable and deals 3d6 fire damage.
  • Charm Person – Magically charms a humanoid the player can see.
  • Disguise Self – Magically changes all the aspects of the caster’s appearance.
  • Expeditious Retreat – Turns dash into a bonus action, allowing the player to move at an incredible pace for less.
  • False Life – Gives the caster an extra five temporary hit points.
  • Feather Fall – Slows the descent of a chosen character, gives them zero fall damage, and helps them land on their feet.
  • Find Familiar – Summons one of the following creatures: a cat, a rat, a frog, a spider, a raven, or a crab. Each has its own abilities and attacks.
  • Fog Cloud – Creates a cloud concealing those within and beyond it.
  • Grease – Creates a pool of grease on the ground making it difficult terrain.
  • Jump – Extends the distance a chosen character can jump.
  • Longstrider – Extends the distance a chosen character can run.
  • Mage Armor – Gives a selected character an extra three points to their armor class.
  • Magic Missile – An attack spell that sends out three darts each dealing 1d4 +1 force damage that is guaranteed to hit.
  • Protection from Evil and Good – Protects a targeted creature from aberrations, celestials, elementals, fey, fiends, and undead.
  • Ray of Sickness – An attack spell dealing 2d8 poison damage and can set poison on the target.
  • Thunderwave – A 15ft cube attack spell-based around the caster dealing 2d8 thunder damage.
  • Witchbolt – An attack spell that deals 1d12 lightning damage upon the hit and connects the target and player. Once connected, the player can activate the arc and deal another 1d12 lightning damage.

Baldur’s Gate III early access is now available on PC.

Batman’s Love Triangle Is So Much Darker Than Fans Realize

About The Author