[Baldur's Gate 3] ULTIMATE Summoner Guide! (ALL* Summons!)
Introduction to Summoning in Baldur's Gate 3
In this section, the speaker introduces the topic of summoning in Baldur's Gate 3 and mentions some important considerations before diving into the details.
Notes:
- Summoning can slow down combat and may not be suitable if your combats already feel slow with just a party of four.
- Most summons have low hit points, low Armor class, and low damage output. They are designed to be an auxiliary system rather than primary damage dealers.
- However, over the course of a combat that takes many rounds, summons can accumulate significant damage at the cost of time.
- Front-loading damage is advantageous in Baldur's Gate 3 as it reduces the number of enemies attacking you.
- While summons can be taken out by enemies or miss their abilities, they can still serve as distractions or absorb enemy attacks.
- Adjust expectations accordingly as summons may not be enough to carry you until higher levels in Baldur's Gate 3.
Classes Suited for Summoners
This section discusses different classes and their suitability for being a summoner in Baldur's Gate 3.
Barbarian:
- Limited to using scrolls for summoning.
- Attacking recklessly can indirectly guide enemy attacks away from your summons.
Bard:
- Can use Magical Secrets to access summon spells from other classes.
- Combat inspiration and bless spells can enhance minion performance.
Cleric:
- Excellent summoners with access to undead spells and unique planar ally spells.
Druid:
- Strong choice due to support functions and wild shapes ability.
- Moon Druids can double up on summoning with their wild shapes ability.
Fighter:
- Similar limitations as Barbarians with no spell slots but can use scrolls.
Monk:
- Can use scrolls like any other class.
- Way of the Open Hand and Way of the Four Elements subclasses offer some utility for summons.
Conclusion
The speaker concludes by summarizing the classes suited for summoners in Baldur's Gate 3.
- Barbarians and Fighters have limitations but can still use scrolls for summoning.
- Bards, Clerics, and Druids are strong choices with access to summon spells and additional support abilities.
- Monks can also utilize scrolls but may not offer as much utility compared to other classes.
New Section
This section discusses the advantages and limitations of being a Summoner in the game.
Advantages and Limitations of Being a Summoner
- Being a Summoner allows you to reach higher levels in the game, giving you an advantage over your enemies.
- However, summoning spells may not be as powerful compared to other spells with the same level or spell slot.
- The ability to summon creatures can be useful for hard carrying in battles, but it has its limitations.
- Summoned creatures can be controlled and directed to perform specific actions, which can be advantageous in combat.
- It is important to note that some classes, like Barbarians, do not have access to summoning spells.
New Section
This section explores the spell "Animate Dead" and its availability for different classes.
Availability of "Animate Dead" Spell
- The spell "Animate Dead" is available from class level 5 onwards. It allows you to reanimate medium or small corpses into allies.
- Barbarians do not have access to this spell, limiting their options for summoning creatures.
- Bards can join some spells from other classes through their Magical Secrets feature, expanding their summoning capabilities.
- Clerics have access to "Animate Dead," making them suitable candidates for being Summoners despite having limited options initially.
New Section
This section focuses on the effectiveness of different classes as Summoners.
Effectiveness of Different Classes as Summoners
Bard
- Bards have a concentration ability that lasts for 10 turns, making them suitable Summoners.
- They can also provide combat inspiration to their summoned minions, enhancing their effectiveness in battle.
Cleric
- Clerics have access to the undead class and can summon zombies and skeletons. They are decent Summoners but lack some possibilities compared to other classes.
- Their notable feature is the ability to heal and support their summoned creatures effectively.
Druid
- Druids have the ability to summon creatures and can even come back to life with one hit point. They are strong choices for support functions in summoning spells.
- Moon Druids, in particular, excel in summoning with their wild shape abilities and higher-level spell slots.
How Scrolls Work
This section discusses the mechanics of using scrolls in the game.
Understanding Scroll Usage
- Scrolls can be used by any class.
- They are useful for characters who lack certain abilities or spells.
Paladin's Limitations
- Paladins have a notable dip in power compared to other classes.
- They are half-casters and don't excel on the front lines.
- Flying ability compensates for their limitations.
Benefits of Paladins
- Paladins provide general aid to all stats and have powerful features like stunning strike.
- Sacrificing health is necessary for summoning and having strong summons.
Summoning Abilities
- At character level 9, Paladins gain access to summoning abilities.
- Summoned creatures can wreak havoc but cannot be relied upon completely.
Exploring Class Abilities
This section delves into the abilities of different classes in the game.
Monk's Half-Caster Status
- Monks are half-casters and don't excel on the front lines like fighters or barbarians.
- Their 60 feet (18 meters) of flying ability compensates for this limitation.
Paladin's Aura Features
- Paladins have auras that provide benefits to allies within range.
- These auras make up for their limited spellcasting abilities.
Ranger's Multi-target Abilities
- Rangers with upcasting to sixth level gain access to multi-target abilities.
- Hold person spell becomes more effective at higher levels.
Beastmaster's Summons
- Beastmaster class gains access to interesting summons, but they may not be as powerful as expected.
- Limited summoning options make it challenging to rely solely on summons.
Sorcerer's Spellcasting Abilities
This section focuses on the spellcasting abilities of sorcerers.
Sorcerer's Full Spellcasting
- Sorcerers are full spellcasters with an 18 Armor class.
- They have a wide range of spells at their disposal.
Metamagic for Sorcerers
- Metamagic would be an excellent fit for sorcerers to enhance their spellcasting abilities.
- Entangle and Spike growth spells provide additional crowd control options.
Limited Spell Slots
- Sorcerers have limited spell slots, which can be a challenge to manage effectively.
- The summon Beast ability provides an extra attack but has limitations in terms of hit points and armor class.
Fire Damage and Subclass
The speaker discusses fire damage and a specific subclass.
Fire Damage Recently
- The speaker mentions that there has been fire damage recently.
- It is unclear what the context of this statement is.
Subclass Discussion
- The speaker talks about a subclass, but it is not clear which subclass they are referring to.
- They mention that it's okay to have different top choices for subclasses.
- The reason for their preference is not provided.
Level 6 Zombie Summoning
The speaker discusses zombie summoning at level 6.
Extra Zombie at Level 6
- At level 6, the player gains an extra zombie when summoning zombies.
- This ability seems to be specific to Act 2 of the game.
- It is mentioned that this ability is not negative, but further details are not provided.
Level 7 Undead Summons
- At level 7, the player can summon undead creatures.
- The benefits and specifics of these summons are not explained in detail.
Minor Elementals and Ice Methods
The speaker discusses minor elementals and ice methods.
Ice Methods
- Ice methods are mentioned as being part of the gameplay experience.
- There seems to be some concern or issue related to them, but it is not elaborated upon.
Similarities with Minor Elementals
- There are similarities between ice methods and minor elementals in terms of gameplay mechanics.
- These similarities are briefly discussed without going into detail.
Differences in Abilities
The speaker highlights some differences in abilities between certain classes.
Differences in Hit Points and Damage Rolls
- The speaker mentions that there are differences in hit points and damage rolls between certain abilities.
- However, the specific classes or abilities being compared are not mentioned.
Proficiency and Armor Class
- It is noted that proficiency is added to hands on the full game product release.
- There is a mention of armor class, but it is unclear how it relates to the previous discussion.
Macabre Spell Skill
The speaker discusses the macabre spell skill.
DC-12 Save and Damage
- The macabre spell skill involves a DC-12 save and deals damage with two D12 dice.
- The specifics of this skill are not explained further.
Wizard Summons
The speaker talks about summoning abilities for wizards.
Wizard's Summoning Abilities
- Wizards have access to summoning spells.
- It is mentioned that wizards can summon six ghouls, dealing cold damage with their attacks.
- Further details about these summons are not provided.
Azer Item Discussion
The speaker discusses an item called "Azer."
Transition into Azer Item Discussion
- The speaker mentions transitioning into a discussion about the Azer item.
- It is unclear what was discussed prior to this point.
Fiery Option of Azer Item
- There seems to be some confusion or uncertainty regarding the fiery option of the Azer item.
- Details about this option are not provided.
Durability Concerns
The speaker addresses concerns about durability in the game.
Durability Complaints
- Some players have expressed concerns about durability in the game.
- The specific context or details of these complaints are not mentioned.
Late Game Quest and Dance Boost
The speaker discusses a late-game quest and its rewards.
Late Game Quest
- There is a mention of a late-game quest that grants a dance boost.
- The specifics of this quest and its rewards are not explained further.
Azer Abilities
The speaker talks about the abilities of an Azer character.
Azer's Abilities
- An Azer character is described as having 39 hit points, an Armor Class of 20, and various abilities.
- Further details about these abilities are not provided.
Searing Smite Ability
The speaker discusses the Searing Smite ability.
Searing Smite Ability
- The Searing Smite ability adds fire damage to attacks.
- Details about the damage output and other effects are not provided.
Equippable Slots
The speaker mentions equippable slots for items.
Equippable Slots
- It is noted that there are equippable slots for items in the game.
- However, no further information or context is given.
Enemy Weaknesses and Conditions
This section discusses the weaknesses and conditions of enemies.
Weaknesses and Conditions
- Enemies can be weakened by failing a Constitution saving throw.
- The "pinch" condition is applied, reducing their HP to one internally.
Damage and Movement Abilities
This section covers damage abilities and movement effects.
Damage Abilities
- Enemies can inflict 10 feet (3 meters) of flung damage, causing two piercing damage at the start.
- Animate Trembling Legs ability reduces movement speed by three.
- Multi-attack ability allows for multiple attacks with a spell attack modifier.
Forms and Weapons
This section describes different forms and weapons used by enemies.
Forms and Weapons
- Enemies have six forms, each with specific weapons:
- Greatsword
- Greataxe
- Trident
- Spear
- Halberd
- Maul
Combat Abilities at Different Levels
This section explores combat abilities at various levels.
Level Variants
- At level five, enemies gain additional weapon skills similar to level three variants.
- Elusive six-course ability can be upcasted for fly speeds.
Beast Master Ranger's Animal Companion
This section focuses on the animal companion of the Beast Master Ranger class.
Animal Companion Abilities
- The animal companion gains poison damage before leaving water.
- It has a spell attack modifier instead of using a weapon.
Forms and Abilities of the Animal Companion
This section discusses the forms and abilities of the animal companion.
Forms and Abilities
- The animal companion has six forms:
- Raven
- Wolf
- Spider
- Bear
- Boar
- Wolf
Level Progression and AOE Damage
This section covers level progression and area-of-effect damage.
Level Progression
- The animal companion gains new abilities at levels five, seven, eight.
- AOE attacks deal cold damage with a DC con save for each target hit.
Burst Attacks and AC Boost
This section explains burst attacks and AC boosts.
Burst Attacks and AC Boost
- Burst attacks leave behind small patches of ice.
- Bleed piercing strike ability inflicts additional damage.
- AC is boosted by character's proficiency.
New Section
This section discusses the abilities and stats of a character at different levels.
Character Abilities and Stats
- At level 11, the character has 91 HP and can now Rage with a bonus action attack.
- The character gains a Macabre item that provides a 21 AC with a DC of 16.
- A better necromancy Capstone spell is obtained at level 8, with 51 HP and 15 AC.
- At level 11, the character has 85 HP, 17 AC, and deals force damage cone attacks.
- Level 6 introduces the Planar Ally spell with a DC of 14 for attacks.
- The character gains an ability called "Kick up Muck" which has no gold cost.
- The Beast Master companion has abilities such as choosing between a cambian, dave, or genie.
- The Wolf companion at level 3 has an AC of 13 and deals slashing damage.
New Section
This section discusses additional spells and abilities of the characters.
Additional Spells and Abilities
- Cambian's bite ability has a DC of -10 strength or takes fire damage from flaming sphere spell.
- The Wolf companion has an AC of 16 and resistance to most damage types.
- Deva's basic attack is smiting with psychic and poison damage.
- Flaming orb deals fire damage on each attack roll with an infectious bite ability.
New Section
This section continues discussing spells, abilities, and categorizing information.
More Spells and Categorizing Information
- Lupine Slash is an ability that allows reach attacks for the Wolf companion.
- An interesting force damage cone ability can be moved by the player.
- There is uncertainty about the purpose of an ability related to anime.
- The character gains a new ability called "Kick up Muck" with no gold cost.
- Categorizing information is provided for something related to fly speeds and interesting wolves.
New Section
This section discusses the abilities and stats of a character at different levels.
Character Abilities and Stats
- The character gains a psychic damage kiss ability.
- A new necromancy Capstone spell is obtained at level 8, increasing HP to 61 and AC to 17.
- At level 11, the character has 91 HP and can cast three rays of fire with a DC of 16.
- Lupine Slash ability provides reach attacks and an aura summoning effect.
- An ability allows moving a force damage cone attack.
New Section
This section continues discussing spells, abilities, and categorizing information.
More Spells and Categorizing Information
- An ability requires a wisdom save to set up a large area of effect attack.
- There is uncertainty about the purpose of an ability related to anime.
- The character gains a new ability called "Kick up Muck" with no gold cost.
- Categorizing information is provided for something related to Beast Master companions.
New Section
This section discusses the characteristics and abilities of a necromancy school wizard.
Necromancy School Wizard
- A necromancy school wizard has 44 hit points, 17 AC, and a +6 to attack rolls.
- They can cast spells that deal damage and control enemies.
- The anime dead spell allows them to summon zombies or skeletons.
- Zombies deal 3d6+3 slashing damage and can paralyze targets with a DC 14 con save.
- Skeletons have 19 hit points, an 11 AC, and can knock out or put enemies to sleep with their bite attack.
- Summoning ghouls is another option for a necromancy wizard, but it requires sacrificing health. Ghouls deal 3d10+3 piercing damage or 6d10+3 if the target is knocked out or paralyzed. They have lower durability than zombies or skeletons.
New Section
This section explores the benefits of playing as a cleric, specifically a light cleric.
Light Cleric
- Light clerics are effective summoners when upcasting spells like anime dead to higher levels.
- At level 5, they can summon three skeletons or two ghouls. At level 9, they can summon six ghouls.
- Light clerics have access to Radiance of the Dawn, which deals significant damage to enemies within range and provides survivability for the party.
New Section
This section discusses the summoning of elementals and the benefits of playing as a druid.
Summon Elemental and Druid
- Summoning elementals can add damage to combat encounters.
- Druids have access to powerful spells like Conjure Woodland Beings, which allows them to summon creatures that can deal damage and control enemies.
- Radiance of the Dawn is another useful spell for druids, providing damage and survivability. However, they are vulnerable to fire.
New Section
This section highlights the movement abilities of certain summoned creatures.
Movement Abilities
- Flying ghouls have reduced durability but can fly and deal slashing damage with their claws. They are effective against prone or sleeping enemies.
- Nature's Step is an aura ability possessed by certain summoned creatures that grants freedom of movement in difficult terrain.
Channel Divinity and Damage Types
This section discusses the use of Channel Divinity and different damage types.
Channel Divinity
- Breaking the Sanctuary text allows for splattering mud on nearby enemies, providing damage.
- Radiance of the Dawn is a level 2 spell that deals damage based on character level.
- Conjure Minor Elementals is a fourth-level spell that summons powerful claws to deal damage.
- Mud Methods are useful for bludgeoning damage and have a ranged attack.
- Ice Methods deal cold damage and can restrain enemies.
Damage Types
- Radiant damage is effective against certain creatures.
- Bludgeoning damage can be increased with higher-level spells like Glyph of Warding or Guardian of Faith.
- Cold damage from Ice Methods can be combined with other effects like restraining enemies.
Healing and Support Abilities
This section focuses on healing and support abilities.
Healing Abilities
- The Fray ability allows for healing the team in combat.
- Ice Methods have an Armor Class burst into cold ability that provides healing.
Support Abilities
- Aid is a useful spell for increasing hit points.
- Light domain's warding flares can help protect against attacks.
Offensive Spells and Effects
This section covers offensive spells and effects.
Offensive Spells
- Chromatic Orb is a versatile spell that can deal various types of damage.
Offensive Effects
- Ice Methods have a cold breath attack that deals damage and leaves a patch of ice.
- Ice Methods can cause the target to fall prone with their ice ability.
The transcript provided does not specify the language, so the summary is written in English.
New Section
This section discusses the task of creating a comprehensive and informative markdown file from a given transcript. The focus is on structuring the markdown file in a clear and concise manner, utilizing timestamps when available to aid in studying the transcript.
Creating Markdown Notes
- To create effective markdown notes, it is important to structure them in a clear and concise manner.
- Utilize bullet points to provide key points and insights from the transcript.
- Each bullet point should be linked to the corresponding timestamp in the video using format.
- Aim for no more than 4 bullet points per section, with each bullet point containing no more than 25 words.
Formatting Tips
- Use [] to denote timestamps and () to link to the corresponding part of the video.
- Organize your notes using subheadings and bullet points for better readability.
- Include timestamps whenever possible, especially for important steps or insights.
Summary Tips
- Only include content from the transcript; do not add any additional information.
- Titles should be informative or pose questions that are answered in the video.
- Avoid drawing conclusions based on limited information from the transcript.
- Cite relevant timestamps by linking them using format within your notes.
- Be concise and avoid creating too many sections.
The language used in this summary follows that of the original transcript.