Welcome to the best BG3 Bladesinging Wizard Build. The Wizard Class is a very skilled spellcaster with access to a wide range of Spells. They can learn spells from Scrolls that they find.
Please visit our Best BG3 Builds overview page for more builds or check out our Best BG3 Wizard Build, BG3 Necromancer Build or the optimized companion BG3 Gale Build. If you are interested in more Wizard subclass builds, check our BG3 Wizard Builds category page. To get an overview of all classes, please visit the BG3 Classes overview page.
For this BG3 Wizard Build, we’ll be using the Bladesinging subclass of the Wizard. This new subclass finally fills the niche of a wizard who is also adept in melee combat, without the need for multiclassing.
This build also works for Gale if you have him in your party, either as your selected Origin or as a recruited Party member. The BG3 Bladesinging Wizard Build was last updated in November 2025. It works for both PC and Console (PS5 and XBOX Series X/S).
Bladesinging Wizard Build Table of Contents:
- Bladesinging Wizard Build Overview
- Bladesinging Wizard Character Creation (Level 1)
- Bladesinging Wizard Levelling Guide
- Bladesinging Wizard Build Equipment
- Bladesinging Wizard Build Extra Info
Before we proceed, here is a quick overview of the main Strengths and Weaknesses of the Bladesinging Wizard in Baldur’s Gate 3:
Bladesinging Wizard Strengths
Bladesinging Wizard Weaknesses
BG3 Bladesinging Wizard Build Overview
Here is a quick overview of the Wizard class and the Bladesinging subclass. If you’re already familiar with them, please skip this section.
Wizard Class Summary
The Wizard is the most astute spellcaster in Baldur’s Gate 3, with access to a huge array of spells.
Arcane Recovery (Level 1) – You can spend Arcane Recovery Charges to recover spent Spell Slots. You accumulate more Arcane Recovery Charges as you level up, and they are recovered during Long Rests.
- Weapon Proficiency with
Daggers,
Quarterstaves and
Light Crossbows.
Bladesinging Subclass Summary
The Bladesinging Wizard gains Proficiency with Light Armour and various melee weapons, allowing them to hold their own in melee combat. They can use the Bladesong to boost their defence and mobility.
Here are the most important features of the Bladesinging Wizard:
-
Bladesong (Level 2) – Gain a +2 bonus to Armour Class, 3m bonus to Movement Speed,
Advantage on
Acrobatics checks and +2 bonus to Constitution Saving Throws. This buff lasts for up to 10 turns but costs 1 Bladesong Power to activate.
- While Bladesinging, you can cast a spell to earn a Bladesong Damage Charge. You can attack with a weapon to earn a Bladesong Healing Charge. You can use
Bladesong Climax to consume all of the charges. The Damage Charges deal 1d6 bonus
Force Damage each, while the Healing Charges heal an ally for 1d6 HP each.
- While Bladesinging, you can cast a spell to earn a Bladesong Damage Charge. You can attack with a weapon to earn a Bladesong Healing Charge. You can use
Training in War and Song (Level 2) – You gain Proficiency with
Light Armour and
Performance. You gain Proficiency with the following weapons:
Daggers,
Longswords,
Rapiers,
Scimitars,
Shortswords and
Sickles.
Extra Attack (Level 6) – You now get two weapon attacks per
Action.
Song of Defence (Level 10) – When you take damage during your
Bladesong, you can spend a Spell Slot to reduce the incoming damage by 5 per Spell Slot Level.
BG3 Bladesinging Wizard Build Character Creation (Level 1)
In this section, we will walk you through the Character Creation for your BG3 Bladesinging Wizard Build, including the best Race, Background, Skills, Abilities, Spells and Cantrips.
Race
Here are our picks for the best five races for the Bladesinging Wizard Build. You can choose any race you want and the build will work fine, but the characteristics of these five races make them a little better for this build.
| Race | Strengths | Info |
|---|---|---|
Half Orc
|
|
Gets an additional damage die when landing a Critical Hit with a melee weapon (3 dice instead of the usual 2). This makes for a nice boost to your melee damage potential.
You also get Darkvision, Intimidation Proficiency and can resist being downed once per Long Rest. |
Wood Elf
|
|
Wood Elves are a great choice for most build types in BG3, thanks to their superior movement speed. Natural Proficiency in Perception is always useful, and immunity to magical Sleep will help you out a lot, especially in the early game, where enemy mages love to spam this spell. |
|
Zariel Tiefling |
|
Gets Resistance to Fire Damage, Darkvision, and unlocks the Searing Smite and Branding Smite spells after a few levels up.
These Smite Spells won’t cost a Spell Slot when used, making them useful for augmenting your weapon attacks with extra damage. Use them when fighting an especially tough or dangerous enemy. |
Githyanki |
|
Githyanki have excellent mobility thanks to Enhance Leap and Misty Step, allowing you to relentlessly pursue ranged enemies.
Additionally, Githyanki get the full benefits from equipping various Githyanki weapons, sometimes granting additional Psychic Damage or special features. |
|
Dragonborn, Any |
|
Dragonborns get access to a special Breath attack they can use once per Short Rest, which deals elemental damage in a directional AoE. They also get 50% Resistance to the same element. The damage element in question depends on which Dragonborn variant you choose.
The Fire and Poison variants are slightly better because many enemies attack with these damage types, making resistance to them more valuable. But don’t let this stop you from using whichever type of Dragonborn you like the most. The Dragonborn’s breath attacks work well with the Bladesinger’s melee playstyle. |
Cantrips
The BG3 Wizard can select three Cantrips to start the game with. Cantrips are basic spells that do not consume a spell slot when cast, effectively meaning you can cast them as often as you like without limitations.
We recommend choosing the following Cantrips to start the game with:
Fire Bolt – Hurl a mote of Fire, dealing 1-10
Fire Damage. Use this as your main damage Cantrip.
Ray of Frost – Call forth a beam of Frost, reducing the target’s movement speed and dealing 1-8
Cold Damage. Use this when you need to slow down an enemy.
Acid Splash – Hurl a bubble of Acid that deals 1-6
Acid Damage. This has a small AOE, so it’s good to use when there are multiple enemies in a tight space.
Note that if you chose High Elf as your race, then you can choose Fire Bolt as your High Elf Cantrip and therefore get an extra Cantrip from the Wizard list. In that case, we also recommend choosing Bone Chill. It deals 1-8
Necrotic Damage, prevents an enemy from regaining HP and also inflicts Disadvantage on Undead Attack Rolls.
Spells
The Wizard Build lets you learn 6 Spells in Character Creation, but you will only be able to Prepare (equip) 4 of them. It’s important to note that you’ll only be able to select Prepared Spells from your 6 chosen Learned Spells, and only the Prepared Spells can be used. This can be a bit confusing if you are a new player.
You can always prepare new spells in your menu in your spell book; the BG3 Wizard rules are not as strict as some other D&D-based games that only allow you to swap Prepared Spells when you Long Rest. The only restriction is that you cannot change Prepared Spells while in combat.
Learning which of your spells to prepare at any given time is a skill that you learn through experience. Try to scout ahead, look at the terrain, and examine enemies before fighting them. This can give you some clues as to which spells might work best in any upcoming combat. If in doubt, just run with your best damage spells and one or two defensive, mobility and buff/debuff spells.
With that in mind, we recommend Learning the following spells:
Mage Armour – This is vital for the Wizard Class since you have no Proficiency with normal Armour and have to settle for wearing Clothing. Mage Armour will improve your
Armour Class to a total of (13 + Dexterity Modifier), allowing you to be more or less on par with other classes defensively. When cast, the Spell will last until your next Long Rest, so remember to cast it after every Long Rest before entering combat. Later in the game we will use Light Armour so this won’t be needed, but for now we will wear clothing which benefits from Mage Armour.
Magic Missile – Shoot three projectiles at a target, each one dealing 2-5
Force Damage. In total, this spell deals 6-15 damage, so it’s guaranteed to hit for at least a somewhat decent amount, and if you get a high Damage Roll then its damage is not too shabby for an early-game spell. The missiles will always hit their target, so this is a great way to guarantee some damage to an enemy.
Thunderwave – Arguably the best first-level damage Spell in the game, Thunderwave deals 2-16
Thunder Damage to all enemies in front of you and also sends them flying backwards. You can use this to knock enemies off ledges or cliffs for extra fall damage, or potentially even one hitting them.
Witch Bolt – Link yourself to an enemy with an arc of Lightning. Deals 1-12
Lightning Damage to the enemy and can be activated again for more damage each turn as long as you maintain your Concentration.
Chromatic Orb – Hurl a Sphere of Energy, dealing 2-8 Thunder, Acid, Cold, Fire, Lightning or Poison Damage (of your choice) and create a surface of that type.
Grease – An easy-to-overlook Spell that creates an 8 metre wide AOE of Grease, slowing down enemies and potentially knocking them
Prone when they try to move through it.
Background & Skills
Your most important Abilities for the Evocation Wizard are going to be Intelligence and Dexterity. For optimal results, you should choose your Background and Skills accordingly.
We recommend choosing the Sage Background, which gives you two Skill Proficiencies:
Arcana (INT) – Recognise and interact with magical objects during your exploration.
History (INT) – Recall historical details about the world around you. It can sometimes open up additional dialogue options.
You can now choose two additional Skills to be Proficient with. Make sure you have these two covered:
Investigation (INT) – You are better at noticing and deducing hidden details. Can open up extra dialogue options.
Religion (INT) – Recognise religious icons and recall details about religions that you may encounter on your adventure.
If you choose Human as your race, then you will have one additional unrestricted Skill pick. For this, I recommend choosing Acrobatics (DEX), which will make your character better at resisting enemy attempts to push you and reduce the fall damage you take.
Ability Points
Intelligence is the most important ability for the Wizard build, as it’s the attribute used for Spellcasting. The higher your intelligence score, the more likely your spells will successfully hit your target. The second most important attribute is Dexterity, used mainly to improve your Armour Class. This is particularly important, since the Wizard has no Armour Proficiency and therefore relies on Dexterity to protect themselves. Thirdly, it’s important to have some points in Constitution, which will increase your Maximum Hitpoints and improve your chances of succeeding at Concentration Checks (continuing to channel the effects of an ongoing Concentration Spell after you take damage).
With all of this in mind, we recommend an ability spread something like this:
8 Strength
16 Dexterity
14 Constitution
16 Intelligence
10 Wisdom
10 Charisma
Bolded Abilities are the most important for the build. The others can be tweaked if you wish.
Bladesinging Wizard Levelling Guide – BG3
We will now walk through the process of levelling up your Bladesinging Wizard in Baldur’s Gate 3. For ease of reading, we’ve split this part up into early, mid and late game levelling sections.
We’ve listed what we think are the strongest or most useful spells and cantrips to unlock at each level, but don’t shy away from experimenting with other spells.
Early-Game Levelling Guide for the BG3 Bladesinging Wizard Build
We will start with the early-game levels, 2-4.
Level 2 – Select your Subclass for the BG3 Bladesinging Wizard Build
At Level 2, you need to choose your Subclass for the Wizard build. The Wizard has a total of 9 different subclasses (Abjuration, Evocation, Necromancy, Conjuration, Enchantment, Divination, Illusion, Transmutation, Bladesinging). For this build we’ll be going with the Bladesinging Subclass, which initially gives the following benefits:
- 2 Bladesong Power. Replenished once per Long Rest.
Bladesong – Gain the Bladesinging status for 10 turns. While active, your Armour Class is improved by an amount equal to your Proficiency Bonus, and you get increased Movement Speed. You also get Proficiency in Acrobatics and a bonus to your Constitution Saving Throws (also equal to your Proficiency Bonus). Activating Bladesong consumes 1 Bladesong Power. You can make use of the following features while Bladesong is active:
- You can accumulate Bladesong Damage Charges by casting spells (Cantrips don’t count).
- Attacking enemies with weapons will accumulate Bladesong Healing Charges.
- You can use
Bladesong Climax to convert your charges into damage and healing, and end your Bladesong.
- Each Damage Charge deals 1d6
Force Damage to an enemy
- Each Healing Charge heals nearby allies by 1d6.
- Each Damage Charge deals 1d6
Training in War and Song – You gain Proficiency with
Light Armour and
Performance. You gain Proficiency with the following weapons:
Daggers,
Longswords,
Rapiers,
Scimitars,
Shortswords and
Sickles.
You’ll be able to Learn 2 more Spells from the Wizard Spell List. We already picked up the best ones, so you can choose whichever options you like here.
Level 3
At Level 3, the Bladesinging Wizard build gains another Arcane Recovery charge, increasing the number of Spell Slots they can replenish without needing a Long Rest.
You also gain two Second Level Spell slots, meaning you can now Learn, Prepare and cast Second Level Spells. Some First Level Spells such as Thunderwave and Magic Missile can also be upcasted to Second Level, making them more powerful, at the cost of a Second Level Spell Slot.
You can Learn two more Spells here – you’re probably going to want to pick up Second Level Spells since they’re now available, so we recommend Learning the following:
Cloud of Daggers – Deals AoE
Slashing Damage and can be placed in tight areas where enemies have to get to you. They will walk through it and get high damage.
Misty Step – Teleport to a valid location within 18 metres. Only uses a
Bonus Action, so you can attack on the same turn.
Level 4
At Level 4, it’s time to choose a Feat to unlock for your Bladesinging Wizard Build in BG3. Feats are strong passive buffs that can be used to enable a specific type of build, or just to provide a stat boost. In this case we’ll be doing the latter – grab the Ability Improvement Feat, which will give you two extra Ability Points to spend. Put both points into Intellgence, which will take you up to 18 INT. This will improve the success chance of your spells.
At this level, you’ll be able to choose one more Cantrip. You can choose whatever you want here, we already have the important ones unlocked.
You’ll be able to Learn 2 more Spells here too. We recommend picking up the following Spells:
Enlarge/Reduce – A handy spell that allows you to Enlarge or Reduce the size of yourself or an ally. Enlarged characters deal more damage in melee and are better at Strength Checks. Smaller characters may be able to access small passageways to access hidden areas. This works well if you have a melee heavy-hitter in your party, such as a Fighter, Barbarian or Paladin.
Hold Person – A powerful hard stun that completely paralyses a humanoid target, unless they succeed on a
Saving Throw. A victim of Hold Person will always take Critical Hits from melee attacks, making them very vulnerable to damage. They will attempt a new
Saving Throw at the start of each turn.
Normally when you level up, the Wizard can select 1 additional Prepared Spell. But because we increased our Intelligence Modifier, we can choose 2 this time.
Mid-Game Levelling Guide for the BG3 Bladesinging Wizard Build
We will now go over the mid-game section of the Bladesinging Wizard Build levelling guide. This covers levels 5-8.
Level 5 Bladesinging Wizard Build for BG3 – PS5/PC
At Level 5, your Proficiency Bonus is improved to +3, meaning you’ll now get a +3 bonus to all Skill rolls that your character has Proficiency for. You unlock an extra Bladesong charge, allowing you to use it three times per Long Rest.
Your Arcane Recovery strength is increased to 3 too, again improving the amount of Spell Slots you can replenish with this ability.
You also unlock Third Level Spells at this level, too. Some First and Second Level spells can be upcasted to Third Level to make them more powerful.
As usual, you can choose two spells to Learn. We recommend:
Haste – A Concentration Spell that grants the
Hasted buff to the target. This gives them an extra
Action each turn, increases their Movement Speed and gives them Advantage on Dexterity saves. Beware that when the effect ends, the target will become
Lethargic, forcing them to skip one turn.
Fireball – This is a very powerful AOE spell, dealing 8-48
Fire Damage to everything in a 12-metre wide area, with a range of up to 18 metres. Targets that perform a
Saving Throw will still take half of the damage.
Level 6
At Level 6, your Bladesinging Wizard Build gains the following new features:
- Another Third Level Spell Slot, taking your total up to three.
- Learn another two Spells. We recommend:
Counterspell – nullify another creature’s spell as a
Reaction. This is great for interrupting powerful enemy spells. If the target spell is above Third Level, you must Upcast your Counterspell or pass a spell roll to block it.
Stinking Cloud – Create a cloud of gas so nauseating that it prevents creatures from taking Actions if they fail a Constitution Saving Throw. This is a good spell for shutting down multiple weaker enemies. Strong enemies will often succeed saving throws against this, as they have high Constitution. But this is great for reducing the threat posed by minions.
Extra Attack – You now get two weapon attacks per
Action.
Level 7
At Level 7, you unlock the following:
- Arcane Recovery Slots increased to 4.
- Access to Fourth Level Spells.
- One Fourth Level Spell Slot.
- Learn two more Spells. We recommend choosing:
Conjure Minor Elemental – This lets you conjure a Minor Elemental. We prefer the Azer summon, but check out the others to see which one you like best. Summoned creatures are great to have around because the AI will often waste their turns attacking them instead of your party members. As a result, you deal more damage and take less damage.
Blight – Deals 8-64
Necrotic Damage to a single target. Remember that Undead and Constructs are immune to
Necrotic Damage.
Level 8
At Level 8 you can choose another Feat. We recommend choosing Ability Improvement again, and increasing your Intellgence to 20.
You can Learn two more Spells, as usual. Good options are:
Dimension Door – Teleport yourself and one adjacent ally to a location within sight. This is great for getting a couple of characters into an advantageous position or to escape from a dangerous one.
Confusion – An AoE Spell that causes those within to become
Confused, randomly attacking, wandering around or passing their turn. They can resist the effects with a Wisdom
Saving Throw.
Since you increased your Intelligence to 20, this time around, you’ll get two new slots for Prepared Spells instead of the usual one.
Late-Game Levelling Guide for the BG3 Bladesinging Wizard Build
We’ll now explain the levelling-up process for the latter parts of the game, at levels 9-12.
Level 9
At Level 9 of your Bladesinging Wizard Build in BG3 gains access to even more powerful magic. You’ll unlock the following features here:
- Arcane Recovery Slots increased to 5.
- Another Fourth Level Spell Slot, giving you three in total.
- One Fifth Level Spell Slot, and the ability to Learn and Prepare Fifth Level Spells.
- A fourth Bladesong Power charge.
- Learn two more Spells. We recommend:
Hold Monster – Paralyse a creature. It can’t move, act or react. Attacks from within 3 metres are always Critical Hits. Lasts for up to 10 turns, as long as you maintain Concentration. This is an upgraded version of Hold Person that can be used against any target. You can unprepare Hold Person and replace it with this spell.
Conjure Elemental – With this, we can summon even more powerful creatures.
Level 10
At Level 10, you unlock the following:
- Choose one more Cantrip. We already picked all the best options, so you can choose whatever you like here.
- Unlock another Fifth Level Spell Slot, giving you two in total.
Song of Defence – When you take damage during your Bladesong, you can spend a Spell Slot to subtract 5 damage per Spell Slot Level.
- Learn two more Spells. We recommend:
Cone of Cold – Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands. Deals 8-64
Cold Damage to targets within 9 metres.
Cloudkill – Craft a large cloud that inflicts 5-40
Poison Damage per turn. You can reposition the cloud every turn. The cloud Heavily Obscures everything within it. Requires Concentration. Check for enemy resistance or immunity to Poison before casting this spell.
Level 11
At Level 11, you’ll gain access to the most powerful magic available in Baldur’s Gate 3, making your Bladesinging Wizard Build even stronger.
At this point, you’ll get:
- Another Arcane Recovery Charge, bringing your total number to 6.
- One Sixth Level Spell Slot, and the ability to learn Spells of this tier.
- Learn two more Spells. We recommend choosing:
Chain Lightning – Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within range. Deals 8-80
Lightning Damage. Damage is halved if the target Saves.
Sunbeam – A beam of brilliant light sears and Blinds all creatures in its path, dealing 6-48
Radiant Damage. Until the spell ends, you can recast Sunbeam without expending a spell slot. Requires Concentration.
Level 12 – Max Level Bladesinging Wizard Build for Baldur’s Gate 3
If you’ve made it to this point, then you’ve now reached the maximum level with your Bladesinging Wizard Build in Baldur’s Gate 3. Congratulations!
At Level 12, your Wizard unlocks the following:
- Choose another Feat. There are two good options, depending on your situation:
- War Caster – You gain Advantage on Saving Throws to maintain Concentration on a spell. You can also use a reaction to cast Shocking Grasp at a target moving out of melee range (1-8 Lightning Damage). Choose this if you spend a lot of time Concentrating on spells.
- Savage Attacker – You roll your weapon attack dice twice, and choose the highest result for each. Choose this option if you’re focusing heavy on your melee weapon combat.
- Learn two more Spells. We recommend:
Wall of Ice – High damage Spell that raises a wall of solid ice that deals
Cold Damage to nearby creatures and blocks movement. Covers a huge area, and you can decide where it is placed.
Otiluke’s Freezing Sphere – Create a ball of churning ice that can be launched instantly to generate a frosty explosion or stored for later use.
On a final note, if you’re really struggling to keep your party alive in the late game, you can instead replace one of these spells with Globe of Invulnerability. This creates a 6 metre area that makes all creatures and objects within immune to damage for three turns. But beware that enemies inside the sphere can also gain the buff.
Bladesinging Wizard Build Equipment for Baldur’s Gate 3 PS5/PC
In this section, we have powerful equipment recommendations for the Bladesinging Wizard. We’ve included both an early-game and a late-game variant of the build, so you don’t need to wait until Act III to make use of it. Early-Game equipment is obtainable in Act I and the earlier parts of Act II, while Late-Game equipment is found in Act III and the latter parts of Act II. Sometimes early-game equipment may make it into the late-game section, as a few items obtained early in BG3 are powerful enough to compete with items not found until much later in the game.
Early-Game Equipment
The table below shows the recommended early-game setup for the Bladesinging Wizard. Check below the table for more information about each item, including where to obtain it. Don’t worry if you don’t have all of the items, and don’t be afraid to try new things not mentioned here, either. This is only a guideline and the build can still work fine if some equipment is different for you.
| Slot | Icon | Item | Effects | Location |
|---|---|---|---|---|
| Head | ![]() |
Haste Helm |
|
Found inside a Wooden chest, next to a cart, near the Blighted Village Waypoint. |
| Cloak | ![]() |
Cloak of Protection |
|
Purchased from Quartermaster Talli in Last Light Inn |
| Chest | ![]() |
The Protecty Sparkswall |
|
Looted from a gilded chest at the far end of the trapped bridge in Grymforge |
| Gloves | Gloves of the Growling Underdog |
|
Found in Dror Ragzlin’s treasure stash | |
| Boots | ![]() |
Disintegrating Night Walkers |
|
Looted from True Soul Nere in Underdark – Grymforge |
| Necklace | ![]() |
Pearl of Power Amulet |
|
Sold by Omeluum in the Myconid Colony |
| Ring 1 | ![]() |
Crusher’s Ring |
|
Looted from Crusher. You can also try to steal the ring when in dialogue with him. |
| Ring 2 | ![]() |
Caustic Band |
|
Sold by Derryth Bonecloak in the Underdark |
| Melee Weapon | Sword of Screams |
|
Dropped by True Soul Nere in Underdark – Grymforge | |
| Ranged Weapon | Any |
|
N/A |
The gear options for the Bladesinging Wizard are a little bit limited in the early-game, so we’ve mostly focused on combining items that improve your mobility, defences and will make your attacks a bit more potent.
The Protecty Sparkswall is only being partially utilized, since none of our items generate Lightning Charges. But the +1 bonus to Spell Save DC is worth it on its own – this will make all of your spells that impose Saving Throws a little bit harder to resist, increasing the number that enemies need to roll by 1. We will be stacking multiple sources of this effect together in the late-game.
The Caustic Band and Sword of Screams combine to add up to 6 bonus damage to all of your weapon attacks, which is a good boost this early in the game.
Late-Game Equipment
The table below shows the recommended late/end-game setup for the Bladesinging Wizard. In the late-game we will be putting a little more emphasis on improving the Spell Save Difficulty Class stat, making it harder for enemies to succeed their Saving Throws against our spells.
| Slot | Icon | Item | Effects | Location |
|---|---|---|---|---|
| Head | ![]() |
Mask of Soul Perception |
|
Looted from a locked gilded chest in Helsik’s Room, upstairs in the Devil’s Fee |
| Cloak | ![]() |
Cloak of the Weave |
|
Sold by Helsik at the Devil’s Fee, once her special stock is unlocked |
| Chest | ![]() |
Bhaalist Armour |
|
Sold by Echo of Abazigal in the Murder Tribunal, if you become an Unholy Assassin |
| Gloves | ![]() |
Helldusk Gloves |
|
Dropped by Haarlep in the House of Hope |
| Boots | ![]() |
Helldusk Boots |
|
Dropped by Haarlep in the House of Hope. |
| Necklace | ![]() |
Spellcrux Amulet |
|
Worn by the Warden in Moonrise Towers Prison |
| Ring 1 | ![]() |
Crusher’s Ring |
|
Looted from Crusher. You can also try to steal the ring when in dialogue with him. |
| Ring 2 | ![]() |
Caustic Band |
|
Sold by Derryth Bonecloak in the Underdark |
| Melee Weapon | Duellist’s Prerogative |
|
Rewarded by Lora for completing the quest Save Vanra. | |
| Ranged Weapon | Any |
|
N/A |
This gear setup will make your attacks very accurate and improve your Spell Save DC, making your spells harder to resist. The Bhaalist Armour improves the build quite a lot by making all nearby enemies vulnerable to your attacks (increases damage by 50%). You can get the armour on a good playthrough by pickpocketing the armour from the ghost summoned by Sarevok during the Bhaal questline (switch to another character when in dialogue).
Bladesinging Wizard Build Extra Info
Below is some additional info that will help you to play this BG3 Bladesinging Wizard Build.
Bladesinging Wizard Build Tips & Tricks for Baldur’s Gate 3
You can deal quite a lot of bonus damage and healing with the Bladesinging Wizard Build. To get the most out of it, activate your Bladesong at the beginning of fights that look like they will last for a few turns. Casting spells will build up Bladesong Damage charges, and attacking with your weapon will build up Healing charges. Use your Bladesong Finale to convert these charges into damage and healing.
While the Bladesong Wizard is pretty good in melee combat, remember that you can also do good damage from range using your Cantrips in most situations. This is a highly versatile build, because it is effective at all ranges and has access to a huge array of spells to help your party and hinder or damage enemies.
One of the main difficulties with this build is that it is a little harder to maintain Concentration Spells, because being in melee opens you up to consistent attacks from enemies. Try to plan ahead, and if you’re going to rely on a Concentration Spell then take a more cautious position to reduce the chance of your Concentration being broken by enemy attacks.
You can greatly improve your mobility and damage output with the Hastened buff. The easiest way to get this buff is to drink a Potion of Speed, but you can also get it with Haste Spores or the Haste spell. This gives you extra movement speed, Dexterity and an extra Action each turn. Beware that when the buff ends, you’ll be Lethargic (effectively stunned) for 1 turn afterwards. Combo this with the Elixir of Bloodlust, which gives you an extra Action if you kill an enemy on your turn.
Best Party Composition
Your BG3 character will always perform better when they are in a party that synergises and works well as a team.
There are lots of awesome party compositions in BG3, with so many classes and subclasses, the possible combinations are almost limitless.
Here is a combo that works great for the Bladesinging Wizard:
- This Bladesinging Wizard Build
- A support Cleric who can heal and support your party
- Life Domain for maximum healing, or Light Domain to debuff your foes and pile on even more AoE damage
- A melee heavy-hitter to back up your Bladesinging Wizard
- A versatile melee/ranged combatant to fill in the gaps and help out where needed
Bladesinging Wizard Build Illithid Powers (optional)
Illithid Powers are unlocked later in BG3 when you learn more about Mind Flayers and Tadpoles. By eating Jars of Mind Flayer Parasites you gain one point. This is another optional skill tree that you can get access to if you want. Here are some of the best Illithid Powers for the BG3 Wizard Build with the Bladesinging subclass:
Concentrated Blast: Allows you to deal extra damage to a target when you are Concentrating on a spell, potentially also healing if the target is Concentrating too. Ideally, you will spend a lot of time Concentrating on spells, so you should be able to get good use from this.
Cull the Weak: When you reduce a creature’s hit points below a certain threshold, this power instantly kills it and deals 1-4
Psychic Damage to nearby enemies. This is particularly effective when engaging groups of weaker foes, enabling you to thin their numbers rapidly.
Fly: This can be used to reach hard to get to places or change positions in combat. Use this to keep your Wizard safe from enemy attacks, so your Concentration won’t get disrupted as easily.
Black Hole: This power creates an area-based effect that pulls in and slows targets. It’s particularly useful for crowd control, allowing you to cluster enemies together for area-of-effect attacks or to isolate them from vulnerable allies.
Psionic Backlash: This is a top-tier reaction from the Illithid Powers skill tree in BG3. This allows you to deal psychic damage when a nearby enemy casts a spell. This is especially useful if the target is casting a Concentration Spell. The damage from Psionic Backlash can immediately break their Concentration, ending the spell’s effects.
More Baldur’s Gate 3 Builds
- Druid Build – Circle of the Moon
- Bard Build – College of Lore
- Ranger Build – Hunter
- Monk Build – Way of Shadow
- Monk Build – Way of the Four Elements
- Monk Build – Way of the Open Hand
- Necromancer Build – Necromancy
- Fighter Build – Battle Master
- Barbarian Build – Berserker
- Warlock Build – Great Old One
- Cleric Build – Light Domain
- Rogue Build – Thief
- Sorcerer Build – Wild Magic
- Paladin – Oath of Ancients
- More Baldur’s Gate Guides & Builds
If you want to check out the map of Baldur’s Gate 3, please visit the Baldur’s Gate 3 Interactive Map.
















