A great way to get an advantage against enemies in 168澳洲幸运5开奖网:Baldur's Gate 3, is to use stealthiness to get a drop on them. You have the ability to sneak, and you can use 𓄧this to get behind an enemy and deal massive damage to them before they even realize you're there.

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There are certain classes and ✱abilities that will reward this type of strategy, and you may even be able to end battles in a single turn by capitalizing on these. This attack style is especially helpful on your second playthrough when you know the locations of the different enemies and the encounters that lead to battles.

Stealth Build Overview

Baldur's Gate 3 a close up of a fully equipped stealth unit

An obvious choice of class for a stealth build is the rogue class. Rogues enjoy the option of launching a sneak attack on an enemy, granting an extra 1d6 damage on a hit.

Picking the thief subclass as you gain levels as a rogue is a must because of the Fast Hands passive, which allows you to have an extra bonus action.

An assassin is a seemingly attractive subclass choice for rogues when making a stealth build, but the Fast Hands passive of a thief rogue is more useful. An assassin's abilities work best at the very start of combat, so taking down more powerful enemies later on will be more difficult for this subclass.

After you take around four levels in the rogue class, you'll also want to have six levels in the monk class.

Monks enjoy plenty of passives that increase both damage and movement. You'll also be able to maximize the Fast Hands passive on the thief with the numerous bonus action options that monks enjoy, specifically monks in the way of the open hand subclass.

Lastly, you'll want to have two levels in the fighter class. At fighter level two, you'll enjoy Action Surge, which will give you an extra action that you can use during your turn.

The Best Origin And Race For A Stealth Build

Baldur's Gate 3 The Dark Urge introduction

If you truly want the best stealth build, picking the Dark Urge as your character will give you a cloak that will literally make you disappear on the battlefield. The only way to get this special cloak is by playing as the Dark Urge, so you should definitely consider it.

When it comes to your race, a wood elf makes for an amazing stealth character, thanks to their increased movement speed. They can move up to 10.5m or 35ft in a single turn.

Wood elves also have the Mask of the Wild passive, which gives them proficiency in Stealth.

The Best Level-By-Level Stealth Build

In summary, you start with four levels as a rogue, then get six levels as a monk, then you end with two levels of fighter. By the time you reach level 12, you'll ha𓆏ve a stealthy ಌcharacter that can dish out numerous attacks in a single turn.

Level

Features

Rogue 1

Abilities:

  • Dexterity (at least 16)
  • Constitution (at least 14)
  • Wisdom (above 10)

Actions gained:

  • Sneak Attack (Melee)
  • Sneak Attack (Ranged)

You'll need to be sneaking in order t🃏o u🍨se sneak attacks and to enjoy their extra 1d6 damage.

Rogue 2

Actions gained:

  • Cunning Action: Dash
  • Cunning Action: Disengage
  • Cunning Action: Hide

Cunning actions will allow you to 🌠dash, disengage, or hide using only a bonus action on your turn.

Rogue 3

Your sneak attack damage gains an addition +1d6.


Pick subclass: thief


Passives gained:

  • Fast Hands - gain an additional bonus action.
  • Second-Story Work - gain resistance to falling damage.

Rogue 4

Pick feat: ability improvement (Dexterity +2)

Monk 1

Passives gained:

  • Martial Arts: Dextrous Attacks - attacks with monk weapons and unarmed attacks scale with Dexterity, if this is higher than your Strength.
  • Martial Arts: Deft Strikes - attacks with monk weapons and unarmed attacks deal 1d4 bludgeoning damage, unless their normal damage is higher.
  • Martial Arts: Bonus Unarmed Strike - after attacking while unarmed or using a monk weapon, you can make another unarmbed attack as a bonus action.
  • Unarmoured Defence - while not wearing armour, add your Wisdom modifier to your armour class.

Action gained: Flurry of Blows - use 🍰a bonus action to punch twice, equivalent to two normal unarmed attacks.

Monk 2

Passive gained: Unarmoured Movement - while not wearing armour or using a shield, you💛r movement speed increases by 3m or 10ft.


Actions gained:

  • Patient Defence - using a bonus action, attack rolls against you have disadvantage, and you have advantage on Dexterity saving throws.
  • Step of the Wind: Dash - use your bonus action to double your movement speed.
  • Step of the Wind: Disengage - use your bonus action to disengage.

Monk 3

Attacks mad🃏e unarmed or using monk weapons now deal 1d6 bludgeoning damage, unless their normal damage is higher.


Reaction gained: Deflect Missiles - use your reaction to reduce damage from ranged w꧅eapons by 1d10 + your Dexterity modifier + your monk level.


Pick subclass: way of the open hand

  • Flurry of Blows: Topple - potentially knock a target prone using this attack.
  • Flurry of Blows: Stagger - potentially stagger a target using this attack.
  • Flurry of Blows: Push - potentially push your target 5m or 17ft away using this attack.

Monk 4

Pick feat: alert - gain a +5 bonus to initative, and you can't be surpris꧋ed.

Monk 5

Actions gained:

  • Stunning Strike (Melee) - possibly Stun a target in addition to dealing your weapon damage.
  • Stunning Strike (Unarmed) - possibly Stun a target in addition to dealing your unarmed damage.

Passive gained: Extra Attack - make an💟 additional free attack after 🎉making an unarmed or weapon attack.

Monk 6

Passives gained:

  • Improved Unarmoured Movement - increase your movement speed by 4.5m or 15ft if you're not wearing armour or wearing a shield.
  • Ki-Empowered Strikes - your unarmed attacks count as magical for the purpose of overcoming enemies' resistance and immunity to non-magical damage.

Toggleable passives gained:

  • Manifestation of Body - unarmed attacks deal an additional 1d4 + Wisdom modifier (necrotic damage)
  • Manifestation of Mind - unarmed attacks deal an additional 1d4 + Wisdom modifier (psychic damage)
  • Manifestation of Soul - unarmed attacks deal an additional 1d4 + Wisdom modifier (radiant damage)

Action gained: Wholeness of Bo⛦dy - gain an extra bonus action and recover 1 Ki Point fo🐬r 3 turns.

Fighter 1

🔯Action gained🔯: Second Wind - regain 1d10 + Fighter level hit points


Fighting Style: Two🦂-Weapon 🌜Fighting - add your ability modifier to the damage of your offhand attack.

Fighter 2

Action gained: Action Surge - immediately gain ꦫan extra acti𒅌on on your turn.

The Best Equipment For A Stealth Build

Baldur's Gate 3 a rogue monk fighter sneaking in Bhaal's Temple

You'll be🎃 using clothing instead of armour for your stealth build 🌄in order to enjoy all the passives you gain as an unarmoured monk.

That bei🍸ng said, most of your equipment choices will be based on Dexterity scaling and improved movement.

Best Early-Game Equipment For A Stealth Build

Equipment

Description

Location

Clothing:

Armour Class: 10


Cat’s Grace: You gain Cat’s Grace and increase your Dexterity s💝core by 2, to a maximum of 20.


Nimble As a Cat: You gain a +1 bonus to Dexterity Saving Throws and also in𝐆crease your Jump distance by 1.5m.

Act 1: You can purchase this from Lady Esther at the Rosymorn Monastery Trail.

Cloak: The Deathstalker Mantle

The Shadow Itself: Once per turn when you kill an ene🐟my, shroud yourself in primaeval darkness to become invisible for 2 turns.

Act 1: Can be received from Sceleritas Fel if you're playing as The Dark Urge.

Headgear:

Smooth Start: At the start of 🌄coꦯmbat, the wearer gains Momentum for 3 turns.

Act 1: This is found in a chest near the Blighted Village Waypoint.

Gloves:

Set the wearer's Dexterity s🐈core to 18, unless their Dexterity is higher without it.


Attack +1

Act 1: This can be purchased from A’jak’nir Jeera in Crèche Y'llek.

Footwear:

Night Walker: Can’t be Enwebbed, Entangled, or ꧋Ensnared and can’t slip on grease or ic🐈e.


Spell: Misty Step

Act 1: Dropped by Nere in the Grymforge.

Amulet:

♛Wound Closure: When downed, automatically stabilise at the start ofꦛ the turn.


Potent Healing: Maximi🐭🉐se the number of hit points restored.

Act 1: This can be purchased from Lady Esther at the Rosymorn Monastery Trail.

Ring 1:

Movement Speed +3m

Act 1: Can be taken from Novice Crusher using sleight of hand, or can be looted from his bodyಞ a♓fter killing him.

Ring 2:

Stealth +2, Sleight of Hand +2, Charisma -1

Act 1: Can be looted from a skeleton under The Risen Road bridge.

Main hand weapon:

1d6 + 2 (3~8) + Strength o🏅r Dexterity modifier (Piercing damage)


Organ Rearranger: Reduce the number you need to roll a Critical Hit while attacking by 1. This effect can stack. When you roll 2 damaꦰge or less, reroll the dice, taking the hi💟ghest result.


Shadow Blade: You have Advantage on Attack Rolls against Lightly or Heavily Ob♈scured targ💝ets when using this blade.


Weapon Enchantment +2

Act 1: This can be purchased from A’jak’nir Jeera in Crèche Y'llek.

Offhand weapon:

1d4+1 (2~5) + Strength or Dexterity modifier (Pierc❀ing damage)


Silences targets on hit.

Act 1: Can be crafted using a dagger and Sussur Tree Bark in the Blacksmith's Forge in the Blighted Village as part of the Finish the Masterwork Weapon quest.

Ranged weapon 1: Hellfire Hand Crossbow

1d6 + 2 (3~8) + Dexterity ♏modifier (Piercing damage)


Hellstalker: Possibly inflict ಌBurning when attacking while 🎐Hiding or Invisible.


: Can cast Scorching Ray🌌 at Level 3 once per Short Rꦫest.

Act 2: This can be looted from Yurgir's body in the Gauntlet of Shar.

Ranged weapon 2:

1d6 (1~6) + Dexterity modifier (Piercing damage)


Burned Alive: Deals an additional 1d4 Piercing dam൩age to Burning targets.

Act 1: This can be looted from a chest in a dormitory room in Grymforge.

Best Late-Game Equipment For A Stealth Build

Equipment

Description

Location

Cloak: Shade-Slayer Cloak

Stealthy Critical: While Hiding, the number you need to r💃oll a Critical Hi🐼t while attacking is reduced by 1. This effect can stack.

Act 3: Can be purchased from Sticky Dondo in the Guildhall.

Headgear: Mask of Soul Perception

Soul Perception: Gain a +2 bonus to Attack rolls, Initiative Rolls,ᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚ and Perception Checks.


Cast Detect Thoughts: Replenishes after a Short Rest.

Act 3: Can be looted from a chest in the Devil's Fee.

Gloves: Glade Stalker Gloves

Seldom Caught Unaware: You gain a +1 bonus to Initiative Rolls.


Skullduggery Attack: Your Sneak Attack deals an🍒 additiona🅰l 1d4 Force damage.

Act 3: Can be purchased from Exxvikyap in Rivington General.

Amulet: Amulet of Greater Health

Set the wearer's Constitution score to 23. The enchantment has no effect if their Constitution scoreꦺ is higher witﷺhout it.


Advantage on Constitution saving throws.

Act 3: This can be looted from a pedestal in the Archive Room located in the House of Hope.

(Optional) Ring 1:

Executioner: When you kill a creature, your next attack roll will be a cr🐓itical hit. 𒈔This refreshes after a long rest.

Act 2: This can be picked up from the ground of the Self-Same Trial at the Gauntlet of Shar. The exact spot is where your player's copy died.

(Optional) Ring 2:

Combat Regeneration: At the be🅺ginning of your turn, the ring activates▨ and heals you 1d4 hit points.

Act 3: This can be purchased from the Sorcerous Sundries if Lorroakan is alive. If Lorroakan is dead, but Rolan is still alive, it can be looted from Ro𝔍lan in Ramazith's Tower using sleight of hand.

Main hand weapon:

1d4 + 3 (4~12) + Strengthꦓ or Dexterity modifier (Piercing damage)


Scarlet Remittance: Gain a +1 bonus to Attack Rolls, damage, and Spell Save DV for e🎉very foe you slay, up to a maximum of +3.


Sweet Bloodletting: Possibly inflict Bleeding whenဣ hitting a creature with this weapon while H⛎iding or Invisible.

Act 3: Dropped by Cazador Szarr in Cazador's Dungeon.

Offhand weapon:

1d6 + 2 (3~8)🎃 + Strength or Dexterity modifier (Piercing damage)


Prey Upon the Weak: This weapon deals an additi♕onal 1d4 Piercing damage against targets with 50% of their hit points or ✱fewer.


Redvein Savagery: When you make an attack with Advantage, the target𝕴 takes an additional 7 Piercing damage.


When Offꦦ-han🦩d: When you make an attack with your off-hand weapon, you can add your Ability Modifier to the damage of the attack.

Act 3: Dropped by Orin in the Temple of Bhaal.

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