Table of contents

Baldur's Gate 3 will have one of the most complex combat systems in the RPG genre on release thanks, in part, to it being based on the Fifth Edition of Dungeons and Dragons' ruleset. Though there are some major changes to adapt the formula to a video game, most strategies work in Baldur's Gate 3 as they do in the TTRPG – including the benefits of a well-rounded party.

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All Baldur's Gate 3 Fighter Subclasses, Ranked

Baldur's Gate 3's Fighter Class is a Weapons and Armor Master by default, with each subclass offering additional capabilities and utility.

It's a good idea to have one or two melee-focused party members, a perfect slot for the Fighter Class to fill in. The best Fighter build in BG3 is one that takes the class' melee prowess and turns it into a close-quarters devastator via the Battle Master subclass.

Updated May 25, 2024 by Erik Petrovich: Now that Baldur's Gate 3 has been out for nearly a whole year, players have a pretty good grasp on what choices you need to make to create the best Fighter build BG3 offers. Though our recommended BG3 best Fighter build hasn't changed much, basic information on the Fighter class itself has been described in more detail below. In addition to the removal of the "guide-in-progress" warning for this guide to the best BG3 Fighter Build, this guide has been updated to include more digestible information in the Specs and Proficiencies sections. Look for more insights into the Fighter BG3 class in these sections, including a more elaborate description of what abilities and features you can use when you select your Fighter subclass.

Fighter Class Introduction & Overview

All-Romance-Options-Baldurs-Gate-3-LAEZEL

Fighter Playstyle & Signature Abilities

"Fighters have mastered the art of combat, wielding weapons with unmatched skill and wearing armour like a second skin."

The Fighter is a class that's meant to be played up-close-and-personal. Whether that's through sheer brutality or magical assistance is up to the player – no matter their choice of Subclass, Fighters gain a few abilities that set them apart from other melee-oriented classes like the Barbarian. At Level 1, Second Wind grants a Bonus Action Self-Heal ability once per combat, then at Level 2, players get an Action Surge to grant an extra Action once each combat. Later on, Fighters gain better Saving Throws, Extra Attacks, and Fighting Styles, too.

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Players choose their Fighter Subclass at Level 3, which can completely change how combat is approached. Though Fighters may lack the raw power of a Barbarian, the class' ability to stay alive in combat and control the battlefield from the front lines makes them a great addition to a party lacking melee specialists.

Base Fighter Class Proficiencies: Armor, Weapons, Saving Throws, & Skill Choices

Proficiency Type

Proficiencies Granted/Choices Offered

Fighter Armor Proficiencies

  • Light Armor
  • Medium Armor
  • Heavy Armor
  • Shields

Fighter Weapon Proficiencies

  • Simple Weapons
  • Martial Weapons

Fighter Saving Throws

  • Strength
  • Constitution

Fighter Skill Proficiency Choices

  • Choose two of the following Skill proficiencies;
    • Acrobatics
    • Animal Handling
    • Athletics
    • History
    • Insight
    • Intimidation
    • Perception
    • Survival

All Fighter Subclasses

Subclass Name

Base Spec Features

Special Spec Proficiencies

Spells & Abilities

Battle Master

  • Battle Manoeuvres & Superiority Dice
    • Select three Manoeuvres from the list of Battle Master Manoeuvres
    • Gain additional Manoeuvres at levels 7 and 10
    • Gain 4x Superiority Dice, which are your primary Manoeuvre resource. More powerful Dice are unlocked at levels 7 and 10

N / A

  • Choice of 3x Manoeuvres;
    • Commander's Strike
    • Disarming Attack
    • Distracting Strike
    • Evasive Footwork
    • Feinting Attack
    • Goading Attack
    • Manoeuvreing Attack
    • Menacing Attack
    • Precision Attack
    • Pushing Attack
    • Rally
    • Riposte
    • Sweeping Attack
    • Trip Attack

Champion

  • Improved Critical Hit
    • Passive
      • Critical Hit threshold reduced by 1 – if your Crit is normally triggered with a 20, it is now triggered with both a 19 and a 20.
  • Later levels grant extra Jump distance, extra STR/DEX/CON proficiency, and an extra Fighting Style

N / A

N / A

Eldritch Knight

  • Weapon Bond
    • Action
    • Binds the main weapon equipped, which can't be Disarmed from you, and returns when Thrown
  • Grants choice of two Wizard Cantrips, two Abjuration or Evocation Wizard Spells, and any level 1 Wizard Spell, which are Always Prepared.
  • Grants Lvl 1 and 2 Spell Slots as you level up, and additional Spell choices
  • Can use a Bonus Action to make extra attacks after casting Cantrips at later levels (War Magic)

N / A

  • Choose 2x Wizard Cantrips upon choosing the spec
  • Choose 2x Wizard Spells from the Abjuration or Evocation Schools (Lvl 1)
    • Burning Hands
    • Chromatic Orb
    • Magic Missile
    • Mage Armor
    • Protection from Evil and Good
    • Shield
    • Thunderwave
    • Witch Bolt
  • Choose any Wizard spell up to Level 1

Fighter Class Features – Level By Level

Class Feature

Proficiency Bonus

Fighter Lvl 1

  • Fighting Style choice
  • Second Wind
    • Bonus Action, once per Short Rest
    • Heals Self for 1d10+Fighter Lvl HP

+2

Fighter Lvl 2

  • Action Surge
    • Bonus Action, once per Short Rest
    • Grants an extra Action this round

+2

Fighter Lvl 3

  • Subclass choice

+2

Fighter Lvl 4

  • Feat choice

+2

Fighter Lvl 5

  • Extra Attack
    • Can take another attack without spending an Action after an attack

+3

Fighter Lvl 6

  • Feat choice

+3

Fighter Lvl 7

  • Subclass Feature

+3

Fighter Lvl 8

  • Feat choice

+3

Fighter Lvl 9

  • Indomitable
    • Passive Ability
    • Can reroll a failed saving throw

+4

Fighter Lvl 10

  • Subclass Feature

+4

Fighter Lvl 11

  • Extra Attack
    • Can make two extra attacks without spending an Action after an attack

+4

Fighter Lvl 12

  • Feat choice

+4

Best BG3 Fighter Build: Battle Master Overview & Creation Tips

Baldurs Gate 3 Best Builds Battle Master Fighter Character Creation

What Makes Battle Master the Best Fighter Subclass?

"Battle Masters are paragons of tactical superiority, combining combat maneuvers and experience in the field to dominate every fight."

The Battle Master Fighter build is named after the Subclass that players select at Level 3, which grants a powerful new set of skills to the Fighter that rely on a new resource: Superiority Die, used to fuel Battle Maneuvers. At Level 3, Fighters can unlock three Battle Maneuvers from a list of six, most of which have both a ranged and melee version that unlock together.

3:48
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These Battle Maneuvers, paired with the Fighter's base Action Surge and Second Wind actions, make them a serious force in melee combat – as long as they actually hit the enemy, that is. They are great at controlling enemy locations with certain Battle Maneuvers, rooting them in place or pushing them away, and can also be a source of minor buffs for the party and debuffs for enemies.

Battle Master Fighters rarely spent too much time away from direct melee combat, and in a party with ranged damage and support sources, they should spend as much time as they can up-close and personal with enemies. It's perfectly fine to start a fight with a shot from a Crossbow, but when Initiative rolls, be prepared to close that distance quickly.

Battle Master Subclass Features – Level By Level

Battle Master Fighter Fighter Lvl 3

  • Battle Maneuvers Choice x3​​​​​​
  • Superiority Dice: 4
    • Resource for Battle Maneuvers
    • 1d8
    • Recovers after Short/Long Rest

Battle Master Fighter Fighter Lvl 7

  • Battle Maneuvers Choice x2
  • Superiority Dice: 5

Battle Master Fighter Fighter Lvl 10

  • Battle Maneuvers Choice x2
  • Superiority Dice Improvement
    • Increases to 1d10

Best Battle Master Battle Maneuvers (Superiority Dice)

The Battle Master's unique mechanic is Battle Maneuvers. Upon reaching Level 3 and selecting the Battle Master subclass, players gain access to melee and ranged attacks that offer powerful additional effects. When using these abilities, though, they use one of the Fighter's limited Superiority Dice. Each day, players get eight Dice to spend on these abilities, each of which uses just one. Of the choices presented to players, Menacing Attack, Pushing Attack, and Riposte are the ones players should prioritize first, though Riposte can be replaced with Rally if your party lacks healing. Rally benefits parties more at low levels as the total amount of HP that the Fighter gives to an ally doesn't improve. Maneuvering Attack, too, can be useful for parties without a way to reliably get squishy allies out of range of opportunity attacks, but it's a bit more situational.

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Riposte

  • When enemies miss with an attack, the Fighter can retaliate for Normal Weapon Damage + 1d8
  • Must be pre-activated as a Reaction on the Fighter's turn

Pushing Attack

  • Normal Weapon Damage + 1d8
  • Chance to push enemies 4.5m in the direction the attack comes from
  • Can require repositioning to aim enemies just right, like over a tall ledge, or into a flaming pit.

Menacing Attack

  • Normal Weapon Damage + 1d8
  • Chance to inflict Frightened condition, which roots enemies in place and imposes Disadvantage on their checks and Attack rolls

Maneuvering Attack

  • Normal Weapon Damage + 1d8
  • Allows a friendly target to restore half of their Movement Speed and avoid Opportunity Attacks this turn

Rally

  • Bonus Action
  • Grants 8 temporary HP to a target within 18 meters
  • More useful early than later, as the amount of temporary HP not change

Best BG3 Fighter Build: Roleplay, Character Creation, & Leveling Choices

Fighter throwing a trident in Baldur's Gate 3

Best BG3 Fighter Race: Half-Orc

The Half-Orc race comes with a few notable racial abilities that help the best BG3 Fighter build become even more powerful and resilient. The race comes with Darkvision, and proficiency in Intimidation, but its real draw for Fighters comes from the Savage Attacks and Relentless Endurance passive features.

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Savage Attacks lets players add an additional Damage Dice on top of their normal critical hit damage, but only with melee weapon attacks. Relentless Endurance prevents the Fighter from going down, restoring them to 1 HP upon reaching 0, only once per long rest. For the Battle Master build, which is a close-range melee build, these two abilities let the character persist through death and absolutely pile damage onto opponents with critical hits – just be sure to pick up abilities and gear that reduces the Critical Hit threshold.

A good alternative to the Half-Orc is the Githyanki, which gain Githyanki Psyonics to further enhance their ability to control the battlefield (and jump around from enemy to enemy as if on a trampoline). However, the Gold Dwarf or Dragonborn races are decent Racial good choices, too, thanks to inherent defensive that benefit melee characters considerably.

Best BG3 Fighting Style: Great Weapon Fighting

Upon creating a Fighter character in Baldur's Gate 3, players are asked which Fighting Style they would like to follow. There are six choices: Archery, Defence, Duelling, Great Weapon Fighting, Protection, and Two-Weapon Fighting. These all have their own bonuses and drawbacks, but ultimately the Great Weapon Fighting style is best because it simply increases the baseline amount of damage every Two-Handed weapon can do. However, the Defence style is good for Fighters who will spend a lot of time in close combat.

Best Fighter Backgrounds in BG3: Soldier or Outlander

The Fighter's focus on Strength and Constitution gives them a big boost to Ability Checks that rely on those stats. As such, gaining proficiency with Athletics and Intimidation via the Soldier background is the best route to go to further improve two skills that the class already exemplifies. Just be prepared to muscle your way through dialogue and RP encounters, foregoing alternative solutions, to earn Inspiration.

However, Fighters can also gain proficiency in Athletics via the Outlander background, which replaces Intimidation with Survival. Its Inspiration mostly comes from achieving feats in the wilderness, like felling a large beast, or finding a mythical location.

Athletics and Survival are great for exploring the world, while Athletics and Intimidation is better for an in-your-face Fighter. Either way, Fighters have plenty of opportunities to naturally trigger Inspriation from these two Backgrounds.

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Best BG3 Fighter Skill Proficiency Choices: Perception and Intimidation (or Insight)

Fighters get a choice of two skills from a list of eight, but both of the recommended backgrounds above cover two of the choices, leaving six to choose from.

If you go with the Soldier background, proficiency in Athletics and Intimidation are already granted. In this case, choose instead to go with Insight and Perception, as the game gives players a lot of dialogue checks involving these two skills. Choosing the Outlander background grants Survival instead of Intimidation, so if you go this route, choose Perception and Intimidation for your starting skills.

Best BG3 Fighter Feats: Great Weapon Master, Sentinel, Alert, Charger, and Savage Attacker

  • Great Weapon Master Effects: Grants two new abilities, Great Weapon Master: Bonus Attack, and Great Weapon Master: All In
    • Bonus Attack grants an additional melee weapon attack, as a Bonus Action, when you make a melee Critical Hit
    • All In reduces your Attack Rolls with Two-Handed or Versatile weapons (that you are Proficient with) by 5, but increases their damage by a flat 10
  • Sentinel Effects: Grants three new abilities, Sentinel: Vengeance, Sentinel: Snare, and Sentinel: Opportunity Advantage
    • Vengeance lets you use a Reaction to make a basic weapon attack against any enemy that attacks an ally, within melee range
    • Snare nullifies movement for any enemy you hit with an Attack of Opportunity
    • Opportunity Advantage grants Advantage on all Opportunity Attacks
  • Alert Effects: You gain +5 to Initiative and can't be Surprised
  • Charger Effects: Grants two new abilities, Charger: Weapon Attack, and Charger: Shove
    • Weapon Attack lets the player charge forward and them their weapon into the first enemy they hit without provoking any Opportunity Attacks during the charge
    • Shove lets you charge forward and shove an enemy forward. The distance that the target travels is determined by Strength and Weight.
  • Savage Attacker Effects: When making Melee Weapon attacks, roll all damage dice twice. The higher of the two results is used.
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Best Fighter Ability Scores & Stat Distribution

STR

DEX

CON

INT

WIS

CHA

Base

16

14

16

8

10

10

Modifier

+3

+2

+3

-1

0

0

Feats, Spells, & Leveling Choices For Battle Master Builds

Baldur's Gate 3 Lae'zel Pointing A Sword On The Ship

Class Level

Choices & Recommendations

Level 1

  • Fighting Style Choice
    • Great Weapon Fighting

Level 2

  • NONE

Level 3

  • Subclass Choice
    • Battle Master
  • Battle Maneuvers Choice
    • Menacing Attack, Pushing Attack, Riposte

Level 4

  • Feat Choice
    • Great Weapon Master

Level 5

  • NONE

Level 6

  • Feat Choice
    • Sentinel

Level 7

  • Battle Maneuvers Choice
    • Goading Attack, Distracting Strike

Level 8

  • Feat Choice
    • Alert or Charger

Level 9

  • NONE

Level 10

  • Battle Maneuvers Choice
    • Sweeping Attack, Trip Attack

Level 11

  • NONE

Level 12

  • Feat Choice
    • Savage Attacker
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Best Fighter Equipment: Armor & Accessories

Grymskull Helm

This section covers the best equipment for Battle Master Fighters in BG3 across all three Acts. Some pieces from early Acts may still be powerful in later ones, though, and will remain equipped through several Acts.

  • Items with bolded names are new options for the build in each Act, and may replace older pieces of equipment.
  • Items with unbolded names must be acquired in earlier Acts, but are strong enough that they don't need to be replaced in Acts 2 or 3.

Best Battle Master Fighter Items & Equipment: Act 1

Name

Effect

Location

Head

Grymskull Helm

  • Wearer is immune to Critical Hits
  • Also grants Resistance to Fire Damage
  • Unlocks the Hunter's Mark spell (once per long rest)

Drops from a particularly major boss enemy in the Adamantine Forge

Cloak

None Available (except Deathstalker Mantle)

N/A

N/A

Chest

Adamantine Splint Armor

  • When the wearer receives a melee hit, the attacker receives the Reeling debuff

One of the options available from the Adamantine Forge

Gloves

Gloves of the Growling Underdog

  • Grants the wearer Advantage on Attack Rolls when surrounded by 2+ enemies
  • +2 to STR saving throws

Looted from a chest inside the Shattered Sanctum (near Dror Ragzlin)

Boots

Swiresy Shoes

  • Increases Jump distance by 1.5m (5ft)

Purchased from Grat the Trader in the Goblin Camp

Neck

Periapt of Wound Closure

  • The wearer automatically stabilizes on their turn after being Downed.
  • Additionally, HP restored for the wearer is always maximized

Purchased from Lady Esther just outside the Rosymorn Monastery

Ring 1

Spurred Band

  • Grants Momentum if the wearer starts combat with less than 50% HP

Looted on a body in the Whispering Depths

Ring 2

Ring of Protection

  • +1 to AC and Saving Throws

Steal the Druid Idol in the Emerald Grove for Mol

Main Weapon

Everburn Blade

  • Deals 2d6+3 Slashing plus 1d4 Fire damage on hit (as if it was Dipped)

Kill, or disarm, the devil boss Commander Zhalk at the end of the Nautiloid tutorial zone

Offhand

N/A

N/A

N/A

Best Battle Master Fighter Items & Equipment: Act 2

Name

Effect

Location

Head

Flawed Helldusk Helmet

  • +2 to Saving Throws against enemy spell attacks and effects
  • +2 to CON saving throws

Purchased from Dammon, but players must have Infernal Iron

Cloak

Cloak of Protection

  • +1 to AC and saving throws

Purchased from Quartermaster Talli in the Last Light Inn

Chest

Reaper's Embrace

  • All incoming damage is reduced by 2
  • Wearer can't be moved against their will
  • Grants Howl of the Dead (which Numbs opponents)

Drops from a particularly major boss at the end of Act 2

Gloves

Gauntlets of Surging Accuracy

  • After using an Action Surge, grants +14 to Attack Rolls
  • Lasts until the end of the wearer's turn

Either rewarded by, or dropped by, Lann Tarv in Moonrise Towers

Boots

Evasive Shoes

  • +1 to Acrobatics and AC

Purchased from Mattis in the Last Light Inn

Neck

Periapt of Wound Closure

  • The wearer automatically stabilizes on their turn after being Downed.
  • Additionally, HP restored for the wearer is always maximized

Purchased from Lady Esther just outside the Rosymorn Monastery (Act 1)

Ring 1

Killer's Sweetheart

  • After killing a target, the next attack made by the wearer is automatically a Critical Hit
  • Works once per Long Rest

Found on the ground after the Self-Same Trial in the Gauntlet of Shar

Ring 2

Ring of Protection

  • +1 to AC and Saving Throws

Steal the Druid Idol in the Emerald Grove for Mol (Act 1)

Main Weapon

Everburn Blade

  • Deals 2d6+3 Slashing plus 1d4 Fire damage on hit (as if it was Dipped)

Kill, or disarm, the devil boss Commander Zhalk at the end of the Nautiloid tutorial zone (Act 1)

Offhand

N/A

N/A

N/A

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Best Battle Master Fighter Items & Equipment: Act 3

Name

Effect

Location

Head

Helm of Balduran

  • +2 HP at the start of each turn
  • +1 to AC and all Saving Throws
  • Wearer can't be stunned, and can't be hit by Critical Hits

Found after defeating Ansur in the Wyrmway

Cloak

Cloak of Protection

  • +1 to AC and saving throws

Purchased from Quartermaster Talli in the Last Light Inn (Act 2)

Chest

Reaper's Embrace

  • All incoming damage is reduced by 2
  • Wearer can't be moved against their will
  • Grants Howl of the Dead (which Numbs opponents)

Drops from a particularly major boss at the end of Act 2

Gloves

Gauntlets of Surging Accuracy

  • After using an Action Surge, grants +14 to Attack Rolls
  • Lasts until the end of the wearer's turn

Either rewarded by, or dropped by, Lann Tarv in Moonrise Towers (Act 2)

Boots

Helldusk Boots

  • Wearer cannot be moved against their will and ignores all Difficult Terrain effects.
  • Lets the wearer use a Reaction to automatically succeed failed saving throws
  • Grants the Hellcaller ability (a hybrid teleport and AoE explosion spell)

Found in a chest at the top of Wyrm's Rock Fortress

Neck

Periapt of Wound Closure

  • The wearer automatically stabilizes on their turn after being Downed.
  • Additionally, HP restored for the wearer is always maximized

Purchased from Lady Esther just outside the Rosymorn Monastery (Act 1)

Ring 1

Killer's Sweetheart

  • After killing a target, the next attack made by the wearer is automatically a Critical Hit
  • Works once per Long Rest

Found on the ground after the Self-Same Trial in the Gauntlet of Shar (Act 2)

Ring 2

Ring of Protection

  • +1 to AC and Saving Throws

Steal the Druid Idol in the Emerald Grove for Mol (Act 1)

Main Weapon

Balduran's Giantslayer

  • Doubles STR Mod damage
  • Grants Advantage on Attacks against Large, Huge, or Gargantuan creatures
  • Grants the Giant Form ability, adn the Topple The Big Folk special attack

Looted after beating Ansur in the Wyrmway

Offhand

N/A

N/A

N/A

Best Fighter Multiclass Choices & Builds

Baldur's Gate 3 Dragonborn As A Monk In Character Creation

Players can choose to Multiclass beginning at Level 2. Look for the "Add Class" button on the top right of the level up overview menu – this will open up a new menu where players can allocate the level to any other class in Baldur's Gate 3 when selected.

Barbarian Multiclass – Fighter 11/Barbarian 1

Choosing the Barbarian class to multiclass into as a Fighter is important for one reason: Rage. Rage is an incredibly powerful ability that lets a character use a bonus action to make an additional attack on their turn, but it requires a bonus action to activate.

As a Level 11 Fighter, players can attack three times in a single turn, but by putting one point into barbarian, they can attack four times minimum every turn – as long as a bonus action isn't used for another ability. It's also viable to put three points into Barbarian to be able to select a subclass, but the character will lose out on the Fighter's third attack granted at Level 11.

Cleric Multiclass – Fighter 11/Cleric 1

The Cleric multiclass option for Fighters is good for similar reasons as the Barbarian multiclass. Fighters unlock their third attack at Level 11, leaving just one level to put into another class. The Cleric, specifically the War Domain subclass, is an excellent choice because it unlocks a fourth attack, and grants access to some basic Cleric support spells.

It's not a bad idea to go with the Eldritch Knight subclass instead of the Battle Master subclass for this multiclass choice, as Cleric spells will complement the Eldritch Knight's toolkit. Just be sure to select War Domain, as it lets the Cleric take a bonus action to attack an extra time on their turn.