Baldur's Gate 3 | Melee Sorcerer/Cleric Playthrough | Blind/No Reload | Part 2
Baldur's Gate 3, Melee/Warrior Sorcerer Playthrough Tactician, Blind & No Reloading Full Release Timestamps: 0:00 Level 2 3:18 Shadowheart Introduction 5:13 Exploring the Beach 6:47 Alchemy 18:20 Tides of Chaos for Exploration 10:56 Astarion Introduction 24:19 Gale Introduction 35:48 Lae'zel Introduction 46:38 Goblin Fight 56:59 Wild Magic Mishaps 1:03:00 Exploring the Druid Grove I really wanted to make a "sorcerer-warrior-mercenary" type character, one that wore heavy or plate armor and could walk right up into the middle of things with a greatsword. Final Build (by Level 12): Cleric 1/Sorcerer 11 Feats: Greater Weapon Master (GWM), Sentinel Astarion: Rogue 4 / Wizard (Necromancy) 8 Gale: Wizard (Divination) 12 Shadowheart: Paladin (Vengeance) 2 / Cleric (Trickery) 10 Wyll: Warlock (Blade Pact) 5 / Sorcerer (Storm) 7 Lae'zel: Fighter (Battle Master) 5 / Ranger (Hunter) 7 Karlach: Barbarian (Berserker) 12 "Gishes" (characters that blend sword and magic, originally coined from Githyanki) are super fun to play, and with full release now out, there are a ton of options to cure the itch. (Githyanki taken to Sorcerer 12 would be another great option, but the Githyanki only have the slim body type and I wanted this character to look and feel more... meaty. Also, hopefully they'll release or update BG3 with blade cantrips; I know there are a few mods right now.) Cleric of Mystra 1 For the armor and weapon proficiencies (and a ton of utility spells), Cleric (War Domain) was an easy choice. For deity, I chose Mystra since the character is "cursed" with Wild Magic (for the Sorcerer origin). War Domain gives access to 3 bonus action attacks, which will be great to boost GWM damage output. Wild Magic Sorcerer 11 Wild Magic is a bit of a gamble, but most of the effects are beneficial (and some really good -- such as restoring sorcery points). Sorcerers get access to metamagic which can really boost your versatility in tough combat (Quicken a buff spell, or extend a protective spell such as Blade Ward). For the "mercenary" aspect, I went with Urchin Background (to help with sneaking/pickpocketing).
Baldur's Gate 3, Melee/Warrior Sorcerer Playthrough Tactician, Blind & No Reloading Full Release Timestamps: 0:00 Level 2 3:18 Shadowheart Introduction 5:13 Exploring the Beach 6:47 Alchemy 18:20 Tides of Chaos for Exploration 10:56 Astarion Introduction 24:19 Gale Introduction 35:48 Lae'zel Introduction 46:38 Goblin Fight 56:59 Wild Magic Mishaps 1:03:00 Exploring the Druid Grove I really wanted to make a "sorcerer-warrior-mercenary" type character, one that wore heavy or plate armor and could walk right up into the middle of things with a greatsword. Final Build (by Level 12): Cleric 1/Sorcerer 11 Feats: Greater Weapon Master (GWM), Sentinel Astarion: Rogue 4 / Wizard (Necromancy) 8 Gale: Wizard (Divination) 12 Shadowheart: Paladin (Vengeance) 2 / Cleric (Trickery) 10 Wyll: Warlock (Blade Pact) 5 / Sorcerer (Storm) 7 Lae'zel: Fighter (Battle Master) 5 / Ranger (Hunter) 7 Karlach: Barbarian (Berserker) 12 "Gishes" (characters that blend sword and magic, originally coined from Githyanki) are super fun to play, and with full release now out, there are a ton of options to cure the itch. (Githyanki taken to Sorcerer 12 would be another great option, but the Githyanki only have the slim body type and I wanted this character to look and feel more... meaty. Also, hopefully they'll release or update BG3 with blade cantrips; I know there are a few mods right now.) Cleric of Mystra 1 For the armor and weapon proficiencies (and a ton of utility spells), Cleric (War Domain) was an easy choice. For deity, I chose Mystra since the character is "cursed" with Wild Magic (for the Sorcerer origin). War Domain gives access to 3 bonus action attacks, which will be great to boost GWM damage output. Wild Magic Sorcerer 11 Wild Magic is a bit of a gamble, but most of the effects are beneficial (and some really good -- such as restoring sorcery points). Sorcerers get access to metamagic which can really boost your versatility in tough combat (Quicken a buff spell, or extend a protective spell such as Blade Ward). For the "mercenary" aspect, I went with Urchin Background (to help with sneaking/pickpocketing).