Baldur's Gate 3 - Sword Bard Build

August 2025
Head's Up

Spoilers Ahead - They're mostly minor, but spoilers none the less.

Setting the Sights

These are my notes for doing builds based on a Swords Bard Build.

The build relies on specific equipment for optimization. That's listed further below. First off, the base set up.

Githyanki Bard/Fighter

The build is based off the Githyanki race. Character levels 1-6 are Bard. Levels 7 and 8 are Fighter. Then, back to Bard for 9-12.

The profifiencies break down like this:

  • Astral Knowledge (from Githyanki race - proficiency in skills for a specific ability that recharges on long rest)
  • Base movement of 9m/30ft per turn
  • Enhanced Leap (at character level 3 via Githyanki race)
  • Greatsword profifiency (via Martial Prodigy from Githyanki race)
  • Hand Crossbows (from Bard class)
  • Heavy Armour (from Fighter class starting at character level 7)
  • Light Armor (from Bard class)
  • Light Armour profifiency (via Martial Prodigy from Githyanki race)
  • Longsword profifiency (via Martial Prodigy from Githyanki race)
  • Longswords (from Bard class)
  • Mage Hand cantrip (invisible when first cast)
  • Martial Weapons (from Fighter class starting at character level 7)
  • Medium Armour (from Fighter class starting at character level 7)
  • Medium Armour profifiency (via Martial Prodigy from Githyanki race)
  • Mysty Step (at character level 5 via Githyanki race)
  • Rapiers (from Bard class)
  • Shields (from Fighter class starting at character level 7)
  • Shortsword profifiency (via Martial Prodigy from Githyanki race)
  • Shortswords (from Bard class)
  • Simple Weapons (from Bard class)

Target Spells and Cantrips

The spell choices are designed to work well with Band of the Mystic Scoundrel which lets you cast Illusion and Enchantment spells as bonus actions after making a hit with a weapon.

It should work fine without that though.

It's also designed to with low strength with the idea of using Clug of Hill Giant Strenght, or the related gloves for strength to enhance damage from the Titanstring bow. I'm doing a run without that right now and the build is working fine with other bows.

Here's the full list that gets assembled over time through the level ups.

Cantrips
  • Blade Ward (Bard Cantrip) - I've not really used this, but it fills the slot better than the alternatives
  • Friends (Bard Cantrip)
  • Light (Bard Cantrip)
  • Mage Hand (via Githyanki race)
  • Minor Illusion (Bard Cantrip)
  • Misty Step (via Githyanki race)
Spells
  • Cloud of Daggers - Bard Level 2 - Conjuration
  • Counterspell (via Magical Secrets)
  • Crown of Madness - Bard Level 2 - Enchantment
  • Dimension Door - Bard Level 4 - Conjuration
  • Dissonante Whispers - Bard Level 1 - Enchantment
  • Glyph of Warding - Bard Level 3 - Abjuration
  • Healing Word - Bard Level 1 - Evocation
  • Hold Monster - Bard Level 5 - Enchantment
  • Hold Person - Bard Level 2 - Enchantment
  • Hypnotic Pattern - Bard Level 3 - Illusion
  • Invisibility - Bard Level 2 - Illusion
  • Longstrider - Bard Level 1 Ritual - Transmutation
  • Magic Missile - (via Magical Secrets)
  • Shatter - Bard Level 2 - Evocation
  • Tasha's Hideous Laughter - Bard Level 1 - Enchantment

Background

Pick: Charlatan

Skills: Deception, Sleight of Hand

Leveling Guide

Character Level 1 - Bard 1

Cantrips: Friends, Light

Spells: Dissonante Whispers, Healing Word, Longstrider, Tasha's Hideous Laughter

Starting Instrument: Lute (but the choice doesn't appear to matter)

Ability Points:

There are two approaches to ability points. If you know you'll get Aunti Ethel's hair (to add +1 Dexterity), then do:

  • Strength: 8
  • Dexterity: 15 + 2 = 17
  • Constitution: 14
  • Intelligence: 8
  • Wisdom: 10
  • Charisma: 15 + 1 = 16

This will end up with total of

Dex 17 (base)

Dex + 2 (Feat: Ability Improvement)

Dex + 1 (Aunti Ethel's Hair)

Dex + 2 (Mirror of Loss)

Total Dex: 20 for modifier of +5

Charisma could go to 17 via an extra bonus from the Mirror of Loss, but that doesn't affect modifiers as far as I can tell.

Otherwise, do:

  • Strength: 8
  • Dexterity: 14 + 2 = 16
  • Constitution: 14
  • Intelligence: 8
  • Wisdom: 10
  • Charisma: 15 + 1 = 16

The idea is that you can get to Dexterity 20 for a +5 modifier if you get the hair. Otherwise, set Dexterity to 16 and charisma to 17 which provides for chance to get +2 dexterity and +1 charisma from the Mirror of Loss for 18s on both of them.

Skills:

Add bonuses to:

  • Stealth
  • Indimidation
  • Persuasion

Character Level 2 - Bard 2

Add Spell: Cure Wounds (this is temporary, but you have to fill the slot with something)

Replace Spell: N/A

Character Level 3 - Bard 3

New Spell: Cloud of Daggers

Automatically Gain: Githyanki Psionics - Jump

Subclass: College of Swords

Fighting Style: Two-Weapon Fighting (won't end up mattering, but you have to pick something here)

Abilities/Skills: +2 to Slight of Hand to get +7

Abilities/Skills: +2 to Persuasion to get to +7

Replace Spell: Cure Wounds w/ Hold Person

Character Level 4 - Bard 4

Cantrip: Minor Illusion

New Spell: Invisibility

Replace Spell: N/A

Feat: Sharpshooter (to get All-In passive which can be toggled depending on hit chance)

Character Level 5 - Bard 5

Automatically gain Mysty Step via Race

New Spell: Glyph of Warding

Replace Spell: N/A

NOTE: This End up with 4 Bardic Inspiraiton points that refresh on short rest.

Character Level 6 - Bard 6

Add spell: Hypnotic Pattern

Replace Spell: N/A

Automatically Gain: Extra Attack (can make an extra attack after making an attack with a unarmed or weapon attack)

Character Level 7 - Fighter Level 1

Do "Add Class" and select Fighter

Choose "Archery" for the fighting style (Two-Weapon Fighting will already be ticked from the earlier Bard pick)

Character Level 8 - Fighter Level 2

Gets: Action Surge

Character Level 9 - Bard Level 7

Add new spell: Dimension Door

Replace Spell: N/A

Character Level 10 - Bard Level 8

New Spell: Shatter

Replace Spell: N/A

New Feat: Chose Ability Improvent +2 Dexterity

Character Level 11 - Bard Level 9

New Spell: Hold Monster

Replace Spell: N/A

Character Level 12 - Bard Level 10

New Cantrip: Blade Ward

New Spell: Crown of Madness

Magical Secrets: Counterspell, Magic Missle

Abilities/Skills: add to Stealth and Deception

Equipment Loadouts

(this section is a work in progress)

There are two versions:

  1. A build for playing with a group of three other folks.

    It's not totally maxed out. We missed a few things before I realized it. Other items are better suited for the other builds (e.g. Gauntlets Of Cloud Giant Strength).

  2. My solo play build. All my spcific choices when other folks aren't in the mix.

Group Run Target Build

NOTE: We missed getting the Gloves of Archery. Pick up Hand crossbows +1 at when possible until level 7 when the fighter kicks in for longbow profifiency, or just miss a lot.

Group Build Load Out
  • Helmet

    TODO: Act 2: Helmet of Arcane Acuity

    Whenever you deal damage with a weapon attack, you gain Arcane Acuity Arcane Acuity for 2 turns.

    In a locked and trapped Gilded Chest in a secret basement area in the Mason's Guild

    X: 107 Y: -758

  • Cloak

    Anything that's left over after everyone else has made their picks

    If no one else wants it:

    TODO: Act 3: Cloak of Displaement

    At the beginning of the wearer's turn, the cloak activates, granting enemies Disadvantage on Attack rolls that target the wearer. This effect lasts until the wearer takes damage.

    Sold by Entharl Danthelon Entharl Danthelon in Wyrm's Crossing at Danthelon's Dancing Axe X: -10 Y: 143

  • Armor

    TODO: Act 2: Yuan-ti Scale Mail

    Add your full Dexterity Modifier to your Armour Class.

    Does not impose Disadvantage on Stealth Ability Checks.

    Gain a +1 bonus to Initiative Rolls Initiative Rolls.

    Sold by Talli Quartermaster Talli near the Last Light Inn waypoint at the Last Light Inn

    X: -31 Y: 130

    896 gold

  • Gloves

    TODO: Act 1: Wondrous Gloves

    AC + 1 and 1 extra bardic inspiraiton

    Carried by a Mimic Mimic near the harper cache in Grymforge

    X: -691 Y: 374

    TODO: Act 3 (Optional for someone in the party):

    Knock Knuckle Gloves - Sleight of Hand +1 and Cast Knock as level 2 Spell)

    In the High Security Vault num7 at The Counting House

    X: -719 Y: 871

  • Boots

    TODO: Act 2: Boots of Brilliance

    Play your instrument to restore one of your Bardic Inspiration slots.

    In a heavy chest in the room just north of Yurgir Yurgir at Gauntlet of Shar

    X: -632 Y: -723

  • Amulet

    DONE: Act 1: Broodmother's Revenge

    Amulet that coats the wearer's weapon in poison whenever they are healed.

    Get from Kagha's body in the emerald grove after killing her in the Investigate Kagha quest.

    at Inner Sanctum X: -461 Y: -22

    (Assuming we picked this up off the body after the fight)

  • Ring 1

    TODO: Act 1: Caustic Band

    Adds + 2 Acid damage with weapon attacks

    Sold by Derryth Bonecloak Derryth Bonecloak in the Underdark at Ebonlake Grotto

    X: -55 Y: -93:

    (Get it on the way to getting the Club of Hill Giant Strength)

  • Ring 2

    Whatever you find that no one else is using that makes sense

  • Melee (Main Hand)

    TODO: Act 1: Club of Hill Giant Strength

    Gives strength of 19

    Obtained by breaking the Stool of Hill Giant Strength at Arcane Tower

    X: -26 Y: -272

  • Melee (Off Hand)

    TODO: Act 2: Sentinel Shield

    Sold by Lann Tarv on the main floor at Moonrise Towers

    X: -164 Y: -167

    (Won't be able to use it until the figher respec)

  • Ranged (Two-Handed)

    TODO: Act 1: Titanstring Bow

    Uses strength to determine damage

    Sold by Brem after completing Find The Missing Shipment in Zhentarim Basement

    X: 295 Y: -250

  • Optional

    TODO: Act 1: Auntie Ethel's hair to get +1 Dexterity. This will end up getting the built to 20 dexterity. Without it, the build only goes to 19 which means it only gets +4 modifier instead of +5. Not sure where we'll end up with it. If I knew up front that we wouldn't make it (or someone else's build would be better with it) I'd have set initial dexterity to 16 and charisma to 17. (which will end up with dex of 18 instead of 19), TBD based on where we end up in this playthrough but figured it was worth setting up for the max in case it works out.

Levels

(TODO: Cross reference this against the early picks to find any differences)

Notes

The guide and my playthrough used Feather Fall, but I only used it once. Look for something else that makes more sense for it.

Also, it looks like you can use "Replace Spell" to learn a new spell in addition to the genearl adding new spells. I don't quite get the mechanics.

Get the Vicious Mockery cantrip cause you an use it as a bonus action to do damage with the arcane helmet since it's an enchantment.

Look for other things that are illusions or enchantments that can do damage

Let Volo do the thing with the eye to get See Invisibility

Some spells are skipped:

Skipped Spells
  • Calm Emotions - Bard Level 2 - Enchantment - If I could get one more spell, this would be it to try
  • Cure Wounds - requires being able to touch the target which often isn't possible
  • Dominate Person - Level 5 - Enchantment - Targets must be humanoids. Lots off enemies aren't. Goign with Hold Person. It's lower level so can be cast more and can upcast to hit multiple humanoids.
  • Fear - Level 3 - Illusion - Doing with Crown of Madness instead. It's similar even though it only effects one target it makes them attacke whoever is closest to them and can be cast at a distance
  • Feather Fall - Just aren't that many times when I've found it useful. Scrolls can be used if it becomes necessary and misty step isn't an option
  • Greater Invisibility - no significant benefit over regular Invisibility. Requiring the higher level spell points isn't worth it
  • Greater Restoration - Not tryin to set the bard up as the primary healer and this takes a level 5 spell point which is better spent elsewhere
  • Knock (the character is good at trap disarms and there's a late game pair of glvoes that provides it if necessary)
  • Mysty Step (when Magical Secrets are avaialbe) since it comes with being a Githyanki
  • Phantasmal Force - Level 2 - Illusion - Going with Crown of Madness instead. It has an enemy make an attack against whoever is closest to them which uses their action and has a high probability of doing more damage down range
  • See Invisibility (it's acquired another way)
  • Silence - Level 2 - Illusion - Most of the time when I use this the enemies just walk out. Would benefit if there was something to hold them in but those setups are more complicated and spend a lot of resouce for the silence to take effect.
  • Sleep - Level 1 - Enchantment - Can only target up to 24hp and only lasts 2 turns. Better to use Tasha's Hideous Laughter which hits only hits one target, but does so for 10 turns
  • Speak with the Dead (not that many cases where it's useful and a scroll could be used for those)
  • Speak with Animals (fun to have, but not worth taking up a full slot)
  • Stinking Cloud - Level 3 - Conjuration - Using Hypnotic Pattern for large crowd control instead. It doesn't last as long but enemies have to throw a save against it instead of walking out of it
  • Thunderwave - Level 1 - Evocation - Prefer using Shatter at level 2 which provides more reach and damage
Solo Target Build
  • Head

    DONE: Act 2: Helmet of Arcane Acuity

    Whenever you deal damage with a weapon attack, you gain Arcane Acuity Arcane Acuity for 2 turns.

    In a locked and trapped Gilded Chest in a secret basement area at Mason's Guild X: 107 Y: -758

  • Cloak

    DONE: Act 2: Cloak of Protection

    Grants the user +1 Armour Class and +1 to Saving throws.

    Sold by Talli Quartermaster Talli near the Last Light Inn waypoint at Last Light Inn X: -31 Y: 130

    TODO: Act 3: Cloak of Displaement

    At the beginning of the wearer's turn, the cloak activates, granting enemies Disadvantage on Attack rolls that target the wearer. This effect lasts until the wearer takes damage.

    Sold by Entharl Danthelon Entharl Danthelon in Wyrm's Crossing at Danthelon's Dancing Axe X: -10 Y: 143

  • Armor

    DONE: Act 2: Yuan-ti Scale Mail

    Adds your full Dexterity Modifier to your Armour Class. Does not impose Disadvantage on Stealth Ability Checks. Gain a +1 bonus to Initiative Rolls Initiative Rolls.

    Sold by Talli Quartermaster Talli near the Last Light Inn waypoint at Last Light Inn X: -31 Y: 130

  • Gloves

    DONE: Act 1: Gloves of Archery

    For longbow proficiency and +2 ranged attack damage until level 7 when multi-class to fighter kicks in.

    Sold by Grat Grat the Trader at the Goblin Camp X: -99 Y: 424

    DONE: Act 1: Wondrous Gloves

    For when the fighter Archery skill kicks in. AC + 1 and 1 extra bardic inspiraiton

    Carried by a Mimic Mimic near the harper cache at Grymforge X: -691 Y: 374

    TODO: Act 3: Gauntlets of Hill Giant Strength

    Set the wearer's Strength Strength to 23. The enchantment has no effect if their Strength score is higher without it.

    Strength Saving throws +1

    On a pedestal in the Archive in House of Hope X: -6549 Y: 2940

    Read notes on the page for ways to get them.

    TODO: Act 3 Supplement: Knock Knuckle Gloves

    To get if no one has Knock which can be useful

    Sleight of Hand +1 and Cast Knock as level 2 Spell.

    In the High Security Vault 7 at The Counting House X: -719 Y: 871

  • Boots

    DONE: Act 2: Boots of Brilliance

    Play your instrument to restore one of your Bardic Inspiration slots.

    In a heavy chest in the room just north of Yurgir Yurgir at Gauntlet of Shar X: -632 Y: -723

  • Ring 1:

    DONE: Act 1: Caustic Band

    Adds + 2 Acid damage with weapon attacks

    Sold by Derryth Bonecloak Derryth Bonecloak in the Underdark at Ebonlake Grotto X: -55 Y: -93

    (Get it on the way to getting the Club of Hill Giant Strength)

  • Ring 2

    DONE: Act 3: Band of the Mystic Scoundrel

    After hitting a creature with a weapon attack, you can cast illusion or enchantment spells as a Bonus Action.

    In a backpack at Jungle X: -1566 Y: -1522

    Read the page on how to get to it.

  • Melee Main Hand

    DONE: Act 1: Club of Hill Giant Strength

    Increases Strength to 19

    TODO: Act 3: Rhapsody

    Switch to this once you get the Gauntlets of Cloud Giant Strength

    Gain a +1 bonus to Attack rolls, damage, and Spell Save DC for every foe you slay, up to a maximum of +3.

    If you have a +3 bonus from Scarlet Remittance Scarlet Remittance, consume it to empower yourself in combat.

    Possibly inflict Bleeding Bleeding when hitting a creature with this weapon while Hiding or Invisible.

    Carried by Cazador Szarr in Cazador's Dungeon X: -1925 Y: 944

  • Melee Off-Hand

    DONE: Act 2: TBD - Can't use the Sentinel Sheild in this run at level 6. Works once the Fighter levels kick in.

    Sentinel Shield

    Gain a +3 bonus to Initiative rolls and Advantage on Perception checks.

    When a foe hits you with a melee attack, you can use your reaction to knock it Prone, unless they succeed a Strength saving throw.

    Sold by Lann Tarv Lann Tarv on the main floor of Moonrise Towers

    X: -164 Y: -167

  • Other

    Act 1: Auntie Ethel's Hair (+1 Dexterity)

Elixirs To Use

  • Elixir of Bloodlust

    Gain an action on a kill as well as 5 temporary hit points (only once per turn)

  • Elixir of Hill Giant Strength

    Strength to 21

  • Elixir of Cloud Giant Strength

    Strength to 27

Illithid Powers Order

  • Concentrated Blast (needed to get to Cull the Weak)
  • Cull the Weak (gets better with the more illithid powers you have by killing anything you hit that ends up with fewer hit points than you have powers (and does damage to those around them too))
  • Psionic Backlash
  • Favorable Beginnings
  • Luck of the Far Realms
  • Force Tunnel (might have been better to wait until the later slots opened up, but got this with the idea of getting Repulsor, but I'm not sure how useful that'll really be since it's an Action
Dye Notes
  • Boreal Blue Dye +2
  • Light Blue +2
  • Sinful Red and Bone White +2
  • Swamp Green +1
  • Muddy Red +2

Favorite Cloths and Dyes

The Scruffy Vagabond Cloths look the best.

Dyes that work with it:

  • Black and Azure
  • Black and Furnace Red (favorite +1)
  • White and Scarlet (a favorite)

For Yuan-ti Scale Mail

  • Baby Blue and Gold Dye
  • Black and Furnace Red
  • Black and Jade Green (looks better than Furnace Red and Summer Green) - (a favorite)
  • Black and Summer Green
  • Blue Dye
  • Brown Alabaster Dye
  • Colbolt
  • Green
  • Harlequin Black and White (a favorite)
  • Indigo Dye (for prince)
  • Light Blue (a favorite)
  • Mellow Fruit (a favorite)
  • Pink and Leaf Green (a favorite)
  • Sage Green (a favorite)
  • White and Scarlet
Misc Things To Remember
  • See Invisibility becomes helpful in act 3. Probably take it over Invisibility and just use scrolls for that when you need it. Can also be used with the aunti ethel fight
  • If you have the ring that lets you swap illusion spells into bonus actions on a hit, make sure to attack something first so you get to do both
  • Setting up the "Custom" tab in the character controls is worth it. Just remember to add new things when you level up or get new items. It's espeically useful to put passive toggles (like All In stuff) where you can get to them in the same location as your attacks
  • The Illithit power of Fly uses movement. You can do it and still have a bonus action. Better to use it than Jump if you need to get distance or height.
  • You can put both attackes into the same enemy ror the Bard flurishes that let you attack two enemies. If you have the Helmet of Arcane TKTKTK you still get the same credit for the hits.
  • Clustering up during a fight invites enemies to throw bombs and other Area of Effect attacks at you
  • Dash takes an action
  • Consider picking up "Slowed" spell? limits enemies to either one action or bonus action and they can't do reactions
  • Look for Potion of Angelic Slumber which sleeps for two turns and results in the same thing as if you'd had a long rest
  • Jump requires a little movement in addition to being a bonus action. If you need to jump, do it before you move to prevent accidentally running out of movement before you can do the jump
  • You get Infernal Iron (and sometimes Enriched Infernal Iron) off the Steel Watch
  • Steel Watch takes double lightning damage
  • In The House of Hope, the Restorative Faucet in the sauna works like a short rest so you can hang on to them (seems like there's not a basic limit on the number of times you can use it)
  • Get every Elixer of Bloodlust that you find. Gives you an extra action on kill (once per turn)
  • not a bad idea to pick up some lightnight magic to help out with the steel watch
  • When you do anytying inside Wyrm's Rock make sure to touch the fast travel waypoint sigl to activate it so you can travel to it
  • you can pick up and throw the concusion gernades in the fight with gortash. they explode as soon as they land and don't wait for their previous turn order
  • make sure to get volo's guide to monsters before the final fight (not sure how to do that. it might be automatic?)
  • elixer of bloodlust is a solid play when you can kill weaker enemies to get extra shots
  • The neitherbrain is an "aboration" todo check for arrows that target that specifically
  • Get a couple invisibility scrolls if you don't yet have invisibility for getting the band of scoundrels and trident
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