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Baldur’s Gate 3releasedPatch 8as a final send-off for the game, bringing a last touch-up and a few new features, including Photo Mode and 12 new Subclasses for players to enjoy. Players looking to jump into one of these new class options will likely already be aware that the better synergized your Class, Feat, equipment, and Spell selections are, the more efficient your build will be as you progress through the game.
Withevery new Class gaining a new Subclassfollowing the Patch 8 update, there are plenty of new build options for players to explore. As expected, when opting to try and create one of these builds, there are endless options when it comes to equipment such as armor, accessories, and weapon choice. If you’re looking for some indicators onthe best weapon types for each Patch 8 Subclass inBaldur’s Gate 3and some of the strongest options for that weapon type, all relevant information has been outlined in the guide below.
Best Weapons For Each Patch 8 Subclass in Baldur’s Gate 3
InBaldur’s Gate 3,twelve new Subclasses were added in Patch 8for players to enjoy. The spread consists of one new Subclass for each core Class in the game. The complete list of them can be seen below:
310 Gold
Rare
Electric Blood- When the wielder deals damage using this weapon, they gain 2 Lightning Charges.
Titan Weapon- This weapon deals additional damage equal to your Strength Modifier.
How to obtain: From Brem at the Zhentarium Basement after completing Find the Missing Shipment, or from Lann Tarv at Moonrise Towers.
Uncommon
Splinters of a Giant’s Might- Increases Strength to 19.
How to obtain: Obtained by breaking the Stool of Hill Giant Strength atArcane Tower.
480 Gold
Haroldish Doom- When dealing damage to a target with a ranged weapon, the target must succeed on a Charisma Save or be Baned for 2 turns.
How to obtain: From Zhentarim Hideout, as a reward for bringing the chest to Zarys.
770 Gold
Very Rare
Improved Critical- The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
Keen Attack- The wielder doubles their Proficiency Bonus when rolling ranged attacks with this weapon, unless they have Disadvantage.
How to obtain: Purchase from Fytz the Firecracker at Stormshore Armoury.
Best Weapons For Bladesinging Wizard
Best Weapon Types: Melee weapons, such as swords, rapiers, scimitars, sickles, and daggers, as these are the weapons with which the Bladesinger hasProficiency.
Performance +1
Phalar Aluve: Melody - The sword hums in anticipation, ready to Sing or Shriek once per Short Rest.
65 Gold
Rupturing- On a hit, the target becomes Ruptured for 3 turns.
Nimble Attack- When the wielder hits an enemy with this weapon, they gain Momentum for 2 turns.
Organ Rearranger- Reduce the number you need to roll a Critical Hit while attacking by 1. This effect can stack. When you roll 2 damage or less, reroll the dice, taking the highest result.
Shadow Blade- You have Advantage on Attack Rolls against Lightly or Heavily Obscured targets when using this blade.
100 Gold
Diamondsbane- If an Adamantine weapon hits an object, the hit is always critical.
Lethal Weapons- This weapon ignores Resistance to Slashing damage.
Best Weapons For Circle of the Stars Druid
Best Weapon Types: Bows, Quarterstaffs, and, on occasion, some other key weapon choices that can grant additional utility or Spells for your build.
Legendary
Celestial Haste- Cast at lv. 3 once per Long Rest.
Promised Victory- On a hit, possibly inflict Guiding Bolt on your target.
Gontr Mael: Glowing- This object shines with a glowing light at a radius of 20ft. Toggle this to douse and rekindle the light.
640 Gold
Kereska’s Favour- Cast as a level 4 spell once per Short Rest.
Arcane Enchantment- You gain a +1 bonus to Spell Save DC and Spell Attack rolls.
Arcane Battery- Alleviate the arcane burden of spellcasting with the power of this staff. The next spell you cast doesn’t cost a spell slot.
960 Gold
Dazzling Ray- Unleash a beam of brilliant light that Blinds all creatures in its path - Once per Short Rest
Illuminating Shot- Fire a shimmering bolt that inflicts 1 turn of Radiating Orb upon the target.
Ray of Frost -Cast at will.
Heart of Ice- When dealing Cold damage, the wielder deals an additional 1 damage.
Insidious Cold- Dealing Cold damage with a spell possibly inflicts Chilled upon the target.
Best Weapons For College of Glamour Bard
Best Weapon Types: Primarily DEX-based weapons, such as bows, rapiers, shortswords, and daggers.
260 Gold
Goblin’s Undoing- Goblins have Disadvantage on Attack Rolls against the user.
960
Planar Ally: Cambion- Cast at lv. 6 once per Long Rest
High Spellcasting- You gain a +1 bonus to Spell Save DC.
Melee Caster- Instead of its Dexterity Modifier, the affected entity adds its Spellcasting Ability Modifier to Attack rolls.
770
Heightened Awareness- Gain a +3 bonus to Initiative rolls and Advantage on Perception checks.
Fiendish Fire- Once per turn, a creature hit by this weapon will possibly be afflicted with Faerie Fire.
380 Gold
Mellow Harmony- You make a DC 15 Performance check, with success granting all your melee weapon attacks additional damage equal to your Charisma Modifier.
Best Weapons For Death Domain Cleric
Best Weapon Types: Items that offer Necromancy magic buffs or utility that Death Domain Cleric can benefit from.
tem
Arms of Hadar -Lv. 3 Once Per Long Rest
Heightened Necromancy -Creatures have Disadvantage on Saving Throws against your Necromancy spells.
Life Essence Harvest- When the wielder kills a hostile creature with a spell, they greedily absorb its energy and gain Life Essence until the next Long Rest.
+1d4 Psychic on hit
Best Weapons For Path of Giants Barbarian
Best Weapon Types: Thrown weapons—particularly those that return to the user’s hand—and STR-based melee weapons such as swords, hammers, clubs, and other two-handed great weapons.
Homing Weapon -This weapon will return to its owner when thrown.
Shocking Sting -On a hit, possibly Shock your target.
Throwing: Lightning Damage- When launched at a target, deal an additional 1d4 Lightning damage.
840 Gold
Zephyr Connection -This weapon will return to your hand when thrown. You cannot be forced to drop the trident. When thrown, the weapon creates an explosion that deals 3d4 Thunder damage in a 20 ft blast centered on the target.
Veil of the Wind- You gain a 10 ft movement speed and jump distance bonus. Equipping this weapon gives you Immunity to falling damage.
Nyrulna: Glowing- This object shines with a glowing light in a radius of 20 ft.
640
Moonbeam - Cast at lv. 3 once per Long Rest.
Moonmote- Cast as Cantrip once per Long Rest.
Selune’s Blessing- You gain Advantage on Wisdom Saving throws and Perception Checks.
Shar’s Darkness -Cast at lv. 2 once per Long Rest.
Blind Immunity- The wearer cannot be Blinded.
Shar’s Blessing- You gain Advantage on Saving throws while Lightly or Heavily Obscured. This weapon deals an additional 1d6 damage to creatures that are Lightly or Heavily Obscured.
Best Weapons For Hexblade Warlock
Best Weapon Types: Strong melee weapons (usually DEX-based) that the Hexblade can bind as a Pact/Hex Weapon and benefit from.
1300 Gold
Challenge to Duel -Challenge an enemy to attack only you, inflicting Bleeding on the target.
Elegant Duelist- While your off-hand is empty, you score a Critical Hit when rolling a 19. Moreover, you gain an additional Reaction per turn.
Withering Cut- On a hit with a melee weapon, use a Reaction to deal additional Necrotic damage equal to your Proficiency Bonus.
190 Gold
Favored Weapon- This weapon has a +1 bonus to damage and Attack rolls.
Life Stealing Critical-On a Critical Hit, the target takes an extra 10 Necrotic damage as long as it isn’t a construct or an undead. You also gain 10 Temp HP.
Best Weapons For Oath of the Crown Paladin
Best Weapon Types: STR or DEX-based melee weapons (depending on your build). Some function best as two-handed, while others thrive as a one-handed weapon with aShield in your off-hand.
Revitalizing Strike -Smash into a foe, wounding them and healing your own injuries (once per Short Rest).
250 Gold
Razor Gale- Swing your weapon in a cyclone of steel that deals razorblade-sharp damage to all enemies within range.(Once per Short Rest).
649
Sunbeam -Lv. 6 spell once per Long Rest.
Lathander’s Blessing- Once per Long Rest, when your hit points are reduced to 0, you regain 2d6 HP. Allies within 30 ft also regain 1d6 HP.
Lathander’s Light- Sheds holy light in a 20 ft radius. In combat, fiends and undead standing in the light are Blinded if they fail a DC 14 Con Save.
Best Weapons For Shadow Magic Sorcerer
Best Weapon Types: Mostly Quarterstaffs, or other weapons that the Sorcerer is Proficient in and can also add extra value to your Spells.
Elemental Resonance-If the wielder deals Acid, Fire, Lightning, Radiant, or Necrotic damage, they become resistant to that damage type for 2 turns.
Melf’s Acid Arrow-Cast at lv. 2 once per Long Rest.
Arcane Enchantment -You gain a +1 bonus to Spell Save DC and Spell Attack rolls.
Blight- Cast as a lv. 4 spell once per Short Rest.
Arcane Vampirism- When the creatures affected by your spells fail any associated Saving throws, you regain 1d4 HP.
Best Weapons For Swarmkeeper Ranger
Best Weapon Types: Primarily DEX-based weapons such as bows at range, and rapiers or dual shortswords and daggers for close range. Some builds can even make use of dual-wielding crossbows.
Scorching Ray- Cast as a lv. 3 spell once per Short Rest.
Hellstalker- Possibly inflict Burning when attacking while Hiding or Invisible.
Burned Alive- Deals an additional 1d4 Weapon damage to Burning targets.
Darkveil Precision- While obscured in shadow, the wielder has a +1d4 bonus to their ranged weapon attacks.
(Deals Force damage instead of regular weapon damage)
Magic Missile - Cast as a lv. 3 spell once per Short Rest.
Best Weapons For Swashbuckler Rogue
Best Weapon Types: Primarily DEX-based finesse weapons such as rapiers, shortswords, and daggers—usually also including a bow as a ranged weapon.
Whirlwind Attack- Strike out at all nearby foes, making separate Attack Rolls against each target once per Short Rest.
Best Weapons For Way of the Drunken Master Monk
Best Weapon Types:Monkstend to use Unarmed Strikes, and a few particular STR or DEX-based melee weapons depending on their build. There are also a couple of niche picks that add more utility to the Drunken Master Monk’s mechanics.
Tippler’s Rage- While you are Drunk, you have Advantage on Attack rolls. You also create a blast with each attack, dealing 1d4 Thunder damage for 10 ft.
Seldom Caught Unawares- You gain a +1 bonus to Initiative Rolls
Resistance to Fire and Cold damage