Welcome to the best Magic Missile Build for BG3 (Warlock Wizard Multiclass Build). This build is centred around the Magic Missile spell. This will allow you to spam an ungodly amount of projectiles towards your enemies, annihilating them easily.
The Magic Missile Build stacks a huge number of damage bonuses onto your Magic Missile projectiles, offering you crazy damage output that can be spammed turn after turn.
Table of Contents:
- Magic Missile Build Overview
- Character Creation – Level 1
- Magic Missile Build Levelling Guide (2-12)
- Magic Missile Build Best Equipment
- Magic Missile Build Extra Info
- Magic Missile Build FAQ
BG3 Magic Missile Build Strengths & Weaknesses:
MAGIC MISSILE BUILD PROS
MAGIC MISSILE BUILD CONS
Magic Missile Build Overview
For our Magic Missile Build, we will use a small amount of Multiclassing, combining the Wizard class with the Warlock.
The Wizard will form the vast majority of the build, with 11 out of the 12 levels we will add being from the Wizard class. We will get most of our spells, including the all-important Magic Missile, from the Wizard class.
In contrast, Warlock gives you the Hex spell, which can be used to apply bonus damage to your
Magic Missile spell, along with the
Hexblade’s Curse from the Hexblade subclass, which gives another useful damage bonus. The Hexblade subclass also gives you Proficiency with some weapons and armour, affording you much more flexibility.
This means that we have to be sure that the payoff of adding new classes to your build is worth it, because every level of a secondary class reduces the highest level we can reach with our primary class.
In this Magic Missile Build, we’ll be combining the following classes:
Here is a quick overview of which class we pick when, this is important!
Magic Missile Build Character Creation (Level 1)
In this section, we will guide you through the best starting choices for creating your BG3 Magic Missile Build.
Starting Class (Warlock)
We’ll start by choosing the Warlock class. The Wizard elements of the build will be added later.
The Warlock starts the game with the following features, which we’ll build on over the course of this guide:
Best Race
While this build will work fine with any race in the game, there are a few choices that stand out above the rest and can be chosen if you want to optimize the build as much as possible. Here are the five best race choices for the Magic Missile Build:
| Race | Strengths | Info |
|---|---|---|
Wood Elf |
|
Wood Elves are one of the best races in BG3 thanks to their increased Movement Speed, which can give you an edge in many situations.
Their immunity to Sleep is especially useful in the early-game, where your low HP will cause you to fall victim to enemy mages who love to cast the Sleep spell. You can also choose Wood Half-Elf, which comes with many of the same benefits and gives you proficiency with Shields. |
|
High Elf |
|
Very similar to Wood Elf, but missing the Stealth Proficiency and doesn’t get extra Movement Speed. You can choose an extra Cantrip to learn, which is handy but not super important. |
Duergar |
|
With their wide choice of armour and weapon proficiencies, and resistances to poison, charm, and paralysis, Duergar are one of the strongest races in BG3.
The only downside of Duergar is their small stature – this reduces their base Movement Speed to 7.5 metres per turn (most races get 9 metres). |
Drow |
|
Drow have similar bonuses to other Elves, but also come with a couple of extra Spells and Superior Darkvision. |
Deep Gnome |
|
The Deep Gnome does a good job of shrugging off a variety of hostile conditions, thanks to its Gnome Cunning. They can also see in the dark.
However, their small size means that they have reduced Movement Speed, like the Duergar. |
Wood Elf
Wood Elves are one of the best races in BG3, thanks to their increased Movement Speed, which can give you an edge in many situations.
Their immunity to Sleep is especially useful in the early-game, where your low HP will cause you to fall victim to enemy mages who love to cast the Sleep spell.
You can also choose Wood Half-Elf, which comes with many of the same benefits and gives you proficiency with Shields.
- Proficiency in
Stealth and
Perception
- Extra Weapon Proficiencies:
Shortswords
Longswords
Shortbows
Longbows
Fey Ancestry
Advantage against
Charmed
- Immune to
Magical Sleep
Darkvision
Fleet of Foot – 1.5 metres of extra Movement Speed
High Elf
Very similar to Wood Elf, but missing the Stealth Proficiency and doesn’t get extra Movement Speed.
You can choose an extra Cantrip to learn, which is handy but not super important.
- Proficiency in and
Perception
- Extra Weapon Proficiencies:
Shortswords
Longswords
Shortbows
Longbows
Fey Ancestry
Advantage against
Charmed
- Immune to
Magical Sleep
Darkvision
- Choose an extra Cantrip (cast with Intelligence)
Duergar
With their wide choice of armour and weapon proficiencies, and resistances to poison, charm, and paralysis, Duergar are one of the strongest races in BG3.
The only downside of Duergar is their small stature – this reduces their base Movement Speed to 7.5 metres per turn (most races get 9 metres).
- Can wear
Medium Armour
- Can wield axes and hammers
Dwarven Resilience
Advantage against
Poisoned
- Resistance to
Poison Damage
Superior Darkvision
Duergar Resilience
Advantage on
Saving Throws against illusions
Advantage against
Charmed and
Paralysed
Duergar Magic
Enlarge (Level 3)
Invisibility (Level 5)
Drow
Drow have similar bonuses to other Elves, but also come with a couple of extra Spells and Superior Darkvision.
Perception Proficiency
Fey Ancestry
Advantage against
Charmed
- Immune to
Magical Sleep
Superior Darkvision
Drow Magic
Dancing Lights (Level 1)
Faerie Fire (Level 3)
Darkness (Level 5)
Deep Gnome
The Deep Gnome does a good job of shrugging off a variety of hostile conditions, thanks to its Gnome Cunning. They can also see in the dark.
However, their small size means that they have reduced Movement Speed, like the Duergar.
Gnome Cunning
Advantage on Intelligence, Wisdom and Charisma
Saving Throws
Superior Darkvision
Stone Camouflage
Advantage on
Stealth Check
Background & Skills
For your Magic Missile Build’s Background, we recommend choosing Sage.
The Sage background gives us the following Skill Proficiencies:
You can manually choose two other Skills in addition to those granted by your Background.
Choose any Skills that are based on Intelligence. We went with Investigation and
Nature, but
Religion is also a good fit.
If you’re a Human, you’ll get one extra unrestricted Skill Choice, which you should put into Acrobatics – this is a good match for our high Dexterity score and it will help you to resist being pushed off ledges by enemies, which can be a lifesaver.
Ability Points
Our most important ability is Intelligence, used to determine the effectiveness of our spells. We will prioritise this above all other abilities.
Other important abilities are Dexterity, which boosts our Armour Class, and Constitution, which increases our Hitpoints and improves our Concentration Checks.
Strength – 8 Points
- We don’t need any points in Strength for this build.
Dexterity – 16 Points
- Boosts Armour Class (AC) and Initiative.
- Helps you act sooner in combat.
Constitution – 14 Points
- Increases Max HP.
- Vital for Concentration Checks to keep spells active.
Intelligence – 16 Points
- Used to determine the efficacy of our Wizard spells.
- Top priority for this build.
Wisdom – 10 Points
- Used in some Saving Throws.
- Low priority.
Charisma – 10 Points
- Low priority.
- Keeping it at 10 points at least ensures that your persuasion attempts won’t get a debuff.
| Ability | Points | Why it matters |
|---|---|---|
| 8 | Not needed for our build. | |
| 16 | Important: Gives you a higher Armour Class and improves initiative. | |
| 14 | Important: Increases HP and helps Concentration checks for spells. | |
| 16 | Our primary stat. Boosts Cantrips and Spells. | |
| 10 | Helps with some Saving Throws. Low importance for this build. | |
| 10 | Low priority for our build. |
Spells
To start with, you’ll need to select two first-level Warlock Spells for your character to learn. We recommend going with the following options for our Magic Missile Build:
Cantrips
In addition to the Spells, you’ll need to choose two Cantrips.
We’ve built into Intelligence because most of the build will be centred around the Wizard, who casts spells with that ability. But the Warlock casts with Charisma. That means there’s little point in taking any offensive Warlock cantrips because they’ll have a low hit chance, so we’re just taking utility options.
We recommend choosing the following Cantrips for your Magic Missile build:
- Summon a spectral hand that you can control.
- It can interact with distant objects.
- Useful for completing puzzles or grabbing items that are out of reach.
Subclass – Hexblade
You must choose your Warlock subclass immediately. I strongly recommend choosing Hexblade, because it synergises nicely with the Magic Missile spell and increases our damage potential.
BG3 Magic Missile Build Levelling Guide (2-12)
Now, we will look at how to level up your Magic Missile Build for Baldur’s Gate 3.
Early-Game Levelling (2-4)
In this section, we’ll cover the first four levels.
Level 2
As mentioned earlier in the guide, we only need one Warlock level for the build, so we will already be switching to the Wizard class. The image above shows where you need to click to add a new class.
Adding the Wizard class will immediately give you the following new features:
Wizard Class Features:
Wizard Cantrips:
We need to unlock three Wizard Cantrips. These will be cast with Intelligence, so taking offensive Cantrips is viable this time.
Wizard Spells:
The Wizard allows you to learn 6 spells from the Wizard list here, but you can only prepare 4 of them (spell preparation = slotting a spell on your action bar). You can also learn other spells at any time from Scrolls.
Therefore, we won’t recommend every single spell that you should unlock, but we will point out the most important spells at each level, and these are the ones that you should have Prepared most of the time.
Level 3
We will add another Wizard Level here; that will be the case for every level henceforth, so you won’t need to worry about switching classes again.
At this level, your Magic Missile Build will unlock the following:
Wizard Subclass
We’ll be using the Evocation subclass, which immediately gives us one useful feature, with more to come later on:
New Spells
You can learn 2 more Wizard spells and prepare one more. We recommend learning both of the following options.
Level 4
At Level 4, you can get a couple of new spells for your Magic Missile build, including Second Level Spells for the first time.
New Spells
You should learn both of these:
Mid-Game Levelling (5-8)
In this section, we’ll cover the mid-game. During these levels, the Magic Missile Build will become much more powerful, accessing a wider array of spells.
Level 5
As usual, you can learn 2 more spells and prepare 1 of them. You’ll also be able to choose your first feat.
New Spells
You can learn two new spells. These two are probably the best options in general:
New Feat
You can choose a Feat to enhance your character:
Level 6
We now get access to Third-Level spells, some of which are very strong and will help you out a lot in the fights to come. Remember that you can use these higher-level Spell Slots to upcast your Magic Missile, too.
New Spells
Learn these two spells:
Level 7
At Level 7, the Magic Missile Build can learn more spells and gains a new feature to boost your Cantrips.
New Spells
New Feature
Level 8
Your Magic Missile build will now gain access to Fourth-Level magic and a host of new spells to choose from.
New Spells
Learn the following 2 spells. You may want to unprepare some obsolete old spells if you haven’t already, so you can slot more of your new acquisitions.
Late-Game Levelling (9-12)
As we move into the final few levels for the Magic Missile Build, you’ll continue to gain new spells and features that ramp up your character’s power.
Level 9
As usual, you will unlock two more Spells. You can also choose your second Feat.
New Spells
We recommend learning these two spells, if you haven’t already:
New Feat
Level 10
As usual, you can pick up two new spells at Level 10. You can now use Fifth-Level Spells, and upcast earlier spells up to fifth-level.
New Spells
Level 11
At Level 11, your Magic Missile Build can get more new spells and also gets another Evocation feature that will boost your Magic Missile damage significantly.
New Spells
New Evocation Features
Level 12
This is the final level for your BG3 Magic Missile Build. You will now gain access to Sixth-Level magic, and can choose two more spells to learn.
New Spells
BG3 Magic Missile Build Equipment
Now, let us take a look at some of the equipment choices you can make for your BG3 Magic Missile Build.
Don’t worry if you miss out on some of the items. Just enjoy your playthrough and try to view this as a wishlist rather than a precise blueprint.
Early Game Equipment
This is the early-game gear setup that you can use for your Magic Missile Build. You don’t need to get all the items, but the build will perform better if you find most or all of them. You can find these items in Act 1 or early Act 2. Essential items are written in Bold Italic.
| Slot | Icon | Item | Effects | Location |
|---|---|---|---|---|
| Head | ![]() |
The Lifebringer |
|
Sold by Blurg in the Myconid Colony. |
| 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 Belligerent Skies |
|
In the elegant chest in the Inquisitor’s Chamber of the Githyanki Creche | |
| Boots | ![]() |
Disintegrating Night Walkers |
|
Looted from True Soul Nere in Underdark – Grymforge |
| Necklace | Psychic Spark |
|
Sold by Blurg in the Myconid Colony. | |
| Ring 1 | ![]() |
Ring of Protection |
|
Steal the Sacred Idol in Druid Grove (quest) |
| Ring 2 | Ring of Absolute Force |
|
Carried by Sergeant Thrinn in Underdark: Grymforge | |
| Melee Mainhand | ![]() |
The Spellsparkler |
|
Rescue Counsellor Florrick from the fire in Waukeen’s Rest |
| Melee Offhand | ![]() |
Phalar Aluve |
|
Stuck in a rock in the Underdark. Requires a Strength or Religion check to free it. |
We aren’t using a Ranged weapon because it isn’t required – you’re best off using your spells and cantrips to deal ranged damage.
The most important items here are the two weapons, The Spellsparkler and
Phalar Aluve. These alone add so much extra
Lightning and
Thunder damage to each projectile from your Magic Missile.
Psychic Spark is also very important because it gives all of your Magic Missile casts an additional projectile.
Most of the other items are intended to either synergise with these bonuses or to give general buffs to your defensiveness.
For example, Gloves of Belligerent Skies add the Reverberation effect when you deal
Lightning or
Thunder Damage, which will quickly stack up for even more
Thunder Damage as well as debuffing your enemies. The
Ring of Absolute Force adds a little extra Thunder damage into the mix.
The Protecty Sparkswall gives you a small buff to your Armour Class and Saving Throws whenever you have a Lightning Charge. Once you have the Spellsparkler, this will be pretty much all the time.
Endgame Equipment
The endgame gear for the Magic Missile Build can be obtained either in late Act 2 or Act 3 of Baldur’s Gate 3. If you manage to complete all the items below, you will be an unstoppable force of power. Essential items are written in Bold Italic.
| Slot | Icon | Item | Effects | Location |
|---|---|---|---|---|
| Head | Hat of the Sharp Caster |
|
Sold by Tara on the roof of the Devil’s Fee. | |
| Cloak | Cloak of Displacement |
|
Sold at Danthelon’s Dancing Axe in Wyrm’s Crossing. | |
| Chest | ![]() |
Robe of the Weave |
|
Inside a Globe of Invulnerability in Ramazith’s Tower |
| Gloves | Gloves of Belligerent Skies |
|
In the elegant chest in the Inquisitor’s Chamber of the Githyanki Creche | |
| Boots | ![]() |
Disintegrating Night Walkers |
|
Looted from True Soul Nere in Underdark – Grymforge |
| Necklace | Psychic Spark |
|
Sold by Blurg in the Myconid Colony. | |
| Ring 1 | ![]() |
Callous Glow Ring |
|
In an opulent chest in the vault room of the Gauntlet of Shar |
| Ring 2 | Ring of Absolute Force |
|
Carried by Sergeant Thrinn in Underdark: Grymforge | |
| Melee Mainhand | ![]() |
Markoheshkir |
|
Inside Sorcerous Sundries |
| Melee Offhand | Rhapsody |
|
Loot from Cazador Szarr in Act III | |
| Ranged Weapon | ![]() |
Darkfire Shortbow |
|
Buy or steal from Dammon in Last Light Inn. |
Here is a summary of how these items work together to boost this Magic Missile Build for Baldur’s Gate 3:
Magic Missile Build Extra Info
Here is some extra information that will help you to get the most out of this Magic Missile Build in Baldur’s Gate 3.
How to Play this Magic Missile Build
Early-Game Basics
In the early-game, you do not have many Spell Slots available, so you are limited in terms of how often you can cast Magic Missile and your other spells.
Against high-priority enemies, combine Hex with
Magic Missile to deal a high amount of undodgeable damage. The rest of the time, you will want to use your Cantrips (usually
Fire Bolt) to deal consistent damage without spending Spell Slots.
You can also spend your Spell Slots on other spells when the situation demands it, for example using Cloud of Daggers to create a small but deadly AoE, or
Hold Person to paralyse an enemy.
The Spellsparkler is by far the most important item you’ll grab in Act I, and once you get the Dual Wielder Feat, you can combine it with
Phalar Aluve to add lots of bonus damage to your
Magic Missile.
It has to be said that, even in the early-game, this build is very gear-dependent. You should prioritise getting to the recommended items as quickly as you can (just be careful about blundering into areas that are too high level for your party) because getting all of them will massively increase the damage on your Magic Missile casts.
Maximising the Build for Mid-Late Game
The build continues to be played in largely the same way throughout the game.
Remember to upcast your Magic Missile when needed – every additional Spell Slot level will add an extra Magic Missile projectile.
The only change in playstyle to mention is that when you eventually get Markoheshkir to replace the Spellsparkler, you need to activate its special ability and use the Lightning variant, which will allow you to continue to generate Lightning Charges every time one of your Magic Missile projectiles hits an enemy.
Once again, getting the recommended gear (particularly the items that buff your Magic Missile’s damage) is vital for getting the most out of this build.
Below, you can see how much each Magic Missile projectile can do if you manage to obtain everything.
To add to the above, remember that the Artistry of War spell works in the same way as Magic Missile, but has way higher base damage. You should use this against the most dangerous enemies to take them out before they get a chance to cause problems for your party.
Magic Missile 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 Magic Missile Build:
Magic Missile Build FAQs
Here are some frequently asked questions related to the BG3 Magic Missile Build. Most of these questions have already been answered in the guide itself.
- What’s the best race for a Magic Missile Build?
- What roles can the Magic Missile Build fill in my party?
- What abilities are most important for the Magic Missile Build?
- Which Wizard and Warlock subclasses should I use?
FAQ: What’s the best race for a Magic Missile Build?
While any race will work just fine for this build, the best options are:
- Wood or High Elf – Resistance to effects like magical sleep and Charm, innate Darkvision. Wood Elves are slightly better because they have bonus movement speed that will allow you to outrun most enemies.
- Duergar – Gives you innate Superior Darkvision. Gives you Resistance to Poison Damage and Advantage against the Poisoned, Charmed and Paralysed effects. This wide range of bonuses makes the Duergar very tough.
- Drow – Similar bonuses to the Wood Elf, but doesn’t have the extra Movement Speed. However, you do get Superior Darkvision and can debuff enemies with Faerie Fire.
For more info about the best races, see the Best Race section above.
FAQ: What roles can the Magic Missile Build fill in my party?
The Magic Missile Build is primarily a consistent damage dealer. Your primary spell cannot miss its target because it homes in on them, so you will chip away at your enemies turn after turn.
Because Magic Missile fires homing projectiles, you do not need to stand in a clear line of sight of enemies to target them. This allows you to take cautious positioning, which is sometimes essential because it will be a big damage loss if your Magic Missile caster is stunned or killed.
While constant single-target damage output is our main priority, you do also have a range of AoE and utility spells, allowing you to buff allies and debuff or stun enemies.
FAQ: What Abilities are most important for the Magic Missile Build?
- Intelligence is the most important ability for your Magic Missile build, because it determines the efficacy of your spells and cantrips and will also boost many of your Skills, such as Arcana and History. Put 16 points in Intelligence at the start and increase it later in the game.
- Dexterity is also very important. It boosts your Armour Class and Initiative, allowing you to move earlier in the turn. Put 16 points in this.
- Constitution should always be at least 14 for any build in Baldur’s Gate 3, and this one is no different. This gives you a necessary baseline of HP and helps you to resist a wide range of hostile effects with Constitution Saving Throws. It also helps you to keep Concentration on spells when you take damage.
FAQ: Which Wizard and Warlock subclasses should I use?
- For the Wizard, using the Evocation subclass is very important because, after sufficient levelling up, you will get a flat damage bonus to all of your Evocation Spells, including Magic Missile. This is essential for your late-game damage output. It is, of course, up to you if you want to use a different subclass, but you will lose out on a lot of damage in Act III if you don’t use Evocation.
- For the Warlock, we recommend using the Hexblade because applying the Hexblade’s Curse to enemies will significantly increase Magic Missile’s damage potential against them. While the final choice is up to you, choosing any other Warlock subclass will make the build weaker overall.


























