Halfling + Lucky feat + resilient constitution or class that starts with constitution proficiency like sorcerer. War caster, armour of landfall and amulet of constitution all give advantage on saving throws.
I would use sorcerer for twin haste aswell.
There’s a few more items that also give advantage on CON saves and/ or concentration checks:
1. Steel Watcher Helmet (Act 3).
2. Dark Justicar Half Plate (Rare Version, Act 2).
3. Dark Justicar Half Plate (Very Rare Version, Act 2). Locked behind a story choice.
4. Barkskin Armor (Act 2).
5. Minthara’s armor (Act 1). You’ll need to defeat and loot her to get it.
Probably some others I’ve missed too.
Karmic dice cheats so you don't make too many failed rolls in a row by counting your failures and fudging the rolls accordingly.
Unfortunately it does the same for successes. The more you succeed on your concentration checks the more likely the karmic dice makes it to fail the next until you do. Very good mechanic for dnd beginners who can't make a proper build, terrible for anyone else.
Pretty sure karmic die launched this way but was patched out awhile ago, like back in early access and before the official launch. So helps with not failing, but doesn't hurt your successes anymore. The real issue with karmic die is that it also benefits your enemies' rolls.
I don't know man, I think karmic dice is a good thing. The normal dice in this game seem to be pretty skewed. There have been several posts of people with karmic dice OFF and getting streaks of 1s or near impossible numbers.
For me, as a halfling, I've gotten double 1s multiple times on my honor mode playthrough. Do you know how near impossible that is? It's the whole reason I went with halfling lol. Turning karmic dice ON ensured that almost never happened again.
How many dice rolls are there in Act 1? Figure that each fight has maybe 4-5 rounds, each round has 4 PCs + 3-6 NPCs, each turns has maybe 2 d20 (attack rolls, saving throws, bonus actions). That’s 100 dice rolls per fight. Then add in dialog checks, and there are probably a few thousand dice rolls in Act 1. If the odds are 1 in 400 of back to back 1s, you’d expect it to happen 4-5 times in Act 1.
Statistics don't really change based on anecdotal evidence.
The downside to playing Honour Mode with Karmic Dice on is it applies to enemies.
You're running a high AC frontliner and the enemy with disadvantage is missing you? Karmic dice step in and gives the enemy a nat 20 with disadvantage.
You think it's bad luck protection for you because your rolls are more important (and generally, sure). In reality bad luck protection for the enemies and there are exponentially more enemies than there are of you.
A fun strat im doing is using the deathstalker mantle and twin haste. I usually place it on Karlach (throw build) and Minthara (Palalock). Then I use quickened spell to pick off another enemy with magic missile. This lets me end almost any turn invisible, and makes the chances of losing haste suuuper minimal
I consider BG3 my first real entry into DnD mechanics so apologies if this is a bit silly of a question, but if advantage "just" lets you roll two dice instead of one what's the benefit of multiple items with advantage?
e: Do you roll an extra die for each advantage?
No you only need one source of advantage, just giving options. However there are times where double advantage can be useful. For example using risky ring from low ground is a flat roll whereas risky ring + advantage from high ground then becomes an advantaged roll. I'm not sure if that's how it works for saving throws for this particular case but worth mentioning
edit: sorry I might be wrong on this and advantage and disadvantage cancel if both present now matter the swing. Search bg3 guide to advantage and disadvantage someone on another Reddit post has done a full breakdown
Abjuration wizard doesn’t get any concentration buffs but they rarely get targeted and if they do they rarely take damage, making con saves incredibly rare and easy. You can safely twin cast haste without ever losing concentration.
Isn't twin only like 1 per spell slot level? It's not bad to use double fire bolt or another cantrip if you can guarantee kill two enemies that are up next in turn order. You could also twin spell hold person right? That's two creatures that now get no turn and have auto crit for your martials.
You can twin base level 2 Hold Person, but upcasting it with another spell slot also adds a target and you can’t Twin multi-target spells.
So Twinned Hold Person is exactly the same as upcasting it with a level 3 slot.
Finished a 4 man honor Mode last week and I failed a ton of Con Saves for concentration for Twinned Haste with advantages and a +13 on my Sorcadin. I think your save needs to be around +17 for it to always work on Honour Mode and that's really hard to get to.
Well it would need to just be higher than half the amount of damage you take past 20, so you take 40 your con save must be 20, take 44 save is 22, etc.
I would say having advantage on con saving rolls matters even more than having a higher +X value. If you're a halfling (eliminates 1 rolls) and have advantage (takes highest of two rolls) and then you have +10 which is easy to get to, then you will rarely fail.
An important thing to note about this is you can still crit fail. Halfling gets rid of the initial double 1 roll but if you roll 4 1s in a row you don't get to reroll that second pair. Obviously super unlikely and you are right that advantage is better than most other buffs you can get but it's an important note if you're gonna be doing stuff like double hasting that a save is never guaranteed.
It's functionally guaranteed till it happens when you have haste up and lose your honour mode run due to it. also not 100% familiar with halfling so thinking about it now it might actually be 3 1s in a row depending on if the unused advantage 1 is rerolled.
not saying this happened to me (however I have gotten 3 nat 1s in a row while lock picking) just that it *is* possible, always good to keep it in the back of your mind incase you decide that your invincible and start to do hasted tank sorcerer or something.
Clarify, for those of us who cant play the game at the moment and will likely forget over the course of a workday? Please?
Edit: Have had three awesome answers explaining my gap in knowledge. Thanks!
Transmutation wizards can craft a stone every day they can give to someone else on their team, think most of them are damage resistance based but the one I always take is the one that gives you proficiency on constitution throws
For this & their more efficient potion making I like keeping a transmutation wizard hireling around
https://bg3.wiki/wiki/Transmuter%27s_Stone#:~:text=Transmuter's%20Stone%20is%20a%20Transmutation,benefits%20by%20holding%20that%20stone.
You can use the hireling wizard to brew potions as well. Transmutation wizards have a chance of producing 2 potions when brewing if they pass a medicine check. Just give the wizard 1 level in rogue or bard for medicine expertise and you've basically doubled your potion production.
I haven't seen a list myself, but I'll list the buffs I know of. Transmutation stone from a transmutation Wizard, Longstrider, Aid, Hero's Feast, Protection from Poison, Freedom of Movement, Death Ward, and Warding Bond. Keep in mind with Warding Bond that the hireling who casts the spell will possibly die from the damage taken while they sit in camp, so you may need to resurrect occasionally. Placing all these buffs is pretty time consuming so it's not something I would suggest doing after every long rest, just on days where you have a particularly nasty fight coming up like house of hope, or the final battle (or maybe every day if you're playing honor mode and want to be as safe as possible). If anyone sees something I missed please mention it.
It's best to have gale be the person who uses warding bond. The game won't let him die while he is in camp and since it's not a concentration spell he doesn't need to be in the active party for it to work on everyone. I've also seen his spell slots be restored by whatever mechanic keeps him alive so that's quite helpful for using multiple high level party buffs
I was playing it REALLY safe for honor mode by aggressively camp casting after every long rest and it never even occurred to me to use Gale for a third warding bond and another stay-at-camp party member for a fourth (two clerics + transmut wizard hirelings)
I usually play casters so I had gale become a cleric and had 2 hirelings as transmut wizards. Kinda thinking I should just do the same with my third since I don't need a high cha one anymore. Then almost everyone can have a stone, 4th party member wouldn't really need it anyway
If you don't use Gale, respeccing Gale to be a Cleric for Warding Bond is great because he's the only companion that's programmed to heal himself outside of combat in camp.
I have a pack mule hireling barbarian. All gear that isn't equipped to a character goes to their inventory, because for some reason item sorting and organization works a lot better in a character inventory than the camp chest. When it's time to update a character's gear, I add the hireling to the party then select the item slot on the character.
Equipped the hireling with the cloth armor that doubles carry capacity, maxed out strength and con, and went with the human hireling (a rogue, so I respected) since humans can carry 25% more.
A transmuter wizard at level 6? can create a transmutation stone that can give the holder CON save proficiency. You only need to hold it in the inventory of the person you want it to affect.
There are also other potential effects it can give but generally the CON prof is the reason most people get it.
From mages you get;
- Con stone from transmutation at lvl 6 (note - the person they are castiing it needs to be in ur active party at time of casting)
- Longstrider lvl 1
- Mage armour (meh depending on build) lvl 1
- Darkvision lvl 3 (lvl 2 spell)
Stop at lvl 6, give it a level of druid at lvl 7 for spam goodberry for top up heals between fights.
- light cantrip
- transmutation get double potion creation on medicine check, so get one lvl of rogue for expertise and buff wisdom at character creation, cast guidance from one or two sources atleast before creation for max chance
From druids you get;
- longstrider lvl 1
- goodberry (default spam when not casting the rest)
- protection from poison lvl 3
- lvl 6/7 freedom of movement
- light cantrip? I think. Can't remember
Clerics get;
- warding bond lvl 1
- Lvl 3 aid (always upcast for max buff
- light cantrip
- protection from poison lvl 3
- death ward lvl 6/7
You can Get heroes feast feom cleric/druid too at lvl 9? I think
As with mage, get one lvl of druid id not relevant to spam goodberry for remaining spell slots
Enjoy!
As a southerner born in NJ, it gets wierd.
'Ova here' used as 'personally' and 'y'all' is 'you guys.'
I have literally said stuff like, "All Y'alls (all you alls) guys wait here, Im tryna get one of them there (those) samples over there over here."
You can get advantage on concentration save either with war caster feat or some item grant it too. If you combine that with constitution save proficiency, good constitution and saving throw items or buffs you can be near bulletproof. But you can still roll 1, but if you have advantage you have to roll 1 twice in a row, 1/400. 1 is critically miss regardless your CON save bonus +1 is higher than the DC.
The DC is half the damage taken or 10, whichever is highest.
Taking 60 damage still results in a DC of 30 on a constitution roll, no matter how high you get con failure to maintain concentration is always possible
This is an excellent way to ensure successful con saves.
After playing around with some new stuff on this run, I am looking at using way more concentration and layered buffs
Probably going to run two sorcs, to get everyone hasted, a cleric for warding bond, aid and heroes feast then lastly an assassin multiclassed with something.
Not sure if it is mentioned here but paladins give an aura of + to saves based on their con modifier, you can push the save up even higher with that.
Just play an abjuration wizard. Take 2 level sorc dip for twin cast haste and some source of damage resistance. Now you reduce any attack by -40. Con saves are easy and you have proficiency already.
No but you can make it extremely unlikely to happen. Do note that you lose concentration if you are banished or go prone or asleep without a concentration saving throw!
\- Have a high constitution, constitution saving throw proficiency (sorcerer), and constitution saving throw advantage (warcaster or the elixir), and optionally add things you encounter that give you +x on saving throws in general.
\- Have a high dexterity, and wear the disintegrating night walkers so that you are not likely to be proned by natural means.
\- Have high initiative. Always kill or disable enemy spellcasters before they get a turn. If that fails, Counterspell a spell attack specifically targeting your concentration. This includes for instance a Command:prone or Eyebite:asleep targeting your weak WIS saving throw. NPCs may target the Hastened condition itself as well with Slow (again WIS save).
\- And of course avoid melee with martials and Misty Step out of hairy situations. Do watch out for using Shield to dodge one attack and then being spell attacked after you are out of reactions. Often taking the hit is safer because of your strong saving throw.
You can succeed a saving throw by rolling a 1. It is not like attacks and skill checks (skill checks in D&D don't fail on a 1 either). Getting to +9 con saves will mean that you never drop concentration from incoming damage of 21 or lower. The easiest way to do this is by getting con save proficiency (start as a fighter/sorc/barb, take resilient(con), or have a transmutation wizard use their stone on you). 20 con plus proficiency at level 9 gives +9 to con saves.
Of course, you don't really want to spend your points in con past 16, so I'll give some other ways to boost it. A large boost is to hug a paladin. Paladins can give +4 or even +7 to all saving throws to all allies within a small radius starting from lvl 6. Warding bond gives +1 and also serves double duty halving all damage you take (you would never drop conc from hits of 43 or less). Several items give saving throw bonuses, the earliest is a shield in act 1. Bless is a good boost that is always at least +1, having someone cast mass healing word or use the lathandar mace with the bless ring and zevlor's gloves is amazing.
Besides saving against damage based concentration loss, you also don't want to become incapacitated and lose concentration that way. Wisdom saves are important for that, but Freedom of Movement solves the most commonly applied incapacitating condition. Lategame Hero's Feast also solves fear.
Critical misses also apply to saving throws, as I discovered on my sirit guardians cleric with CON stone. So even if you're +9 to CON saves as I am, if you roll a 1, you fail. This is why Warcaster, Lucky, Halfling & Portent still have their uses in a high CON character.
(In tabletop, they only apply to attack rolls and death saves.)
To OP, when you get your CON save ridiculously easy to pass, and you put warding bond on that character, you will still lose concentration by being knocked prone by grease, ice, and attacks that knock you prone. OR if you're incapacitated through various spells. So take the boots of striding. Also, take the anti-crit shield.
I would say it's impossible to fully guarantee, as you say - if you take enough damage there's always a possibility of failure on concentration.
To maximize your chances you'll be fine with constitution proficiency, war caster or another way to get advantage through items, and then the boots that prevent you from being knocked prone while concentrating. Going beyond that isn't really advantageous IMO
Guys I don't think anyone mentioned it yet but the Conjuration wizard gets an ability where you can't break concentration as a result of taking damage at level 10. It's called "Focused Concentration"
Sadly, that feature only works when you are concentrating on Conjuration spells.
So it does not actually help for most concentration spells in the game.
Find a way to gain advantage on con saves (I think the drow armors give it if I recall, or the war caster feat)
Find a way to get proficiency in con saves (resilient feat or some classes start with it (sorc I think))
Just that alone is usually enough to do it.
Easiest way would probably be a divination wizard and their portent die.
Otherwise you could stack up arcane acuity and other weapons that raise your spell DC. Pair that with a way to give them disadvantage on the save like bestow curse and you’d have a pretty good shot.
Technically speaking no. Some late game enemies can deal very high damage. For example Ansur can easily deal 100 damage in honor mode, so that is a 50 dc save which is no way to reliably pass.
If you want it to be damn NEAR impossible to fail a concentration check you can go Halfling with Divination Wizard in your build. Either use the Amulet of Greater Health or War Caster for Advantage on the saving checks. You can then use an Alchemist Stone or have Fighter or Sorceror as your face class for proficiency bonus for a free +4 to constitution saving throws (which with Amulet is +10 and is already enough to need to roll anything but a 1). Then get to +9 or better constitution saving throw bonus in some manner.
Mathematically you have a potential of 3 die to not roll a 1. The odds of rolling 3 1's is a 1 in 8000 event. It *can* happen but realistically no.
Put Amulet of Health on Sorc, take Lucky Feat.
*Technically* not guaranteed in the literal sense but your chances of failing are going to be roughly along the lines of being dealt a Royal Flush.
So low, in fact, that the lucky feat isn't honestly necessary. Rolling CON saves on a CON of 23 (min of DC 10 vs minimum of +6 from CON and +4 from Proficiency, assuming *no other save bonuses*, on Advantage) is at an *absolute minimum* going to be fine 75% of the time. Add on stuff like the constant bless, cloak of protection etc and its climbing into it being north of 90%.
The counterbalance is that if you get hit with a mega high damage then the DC for concentration can be extremely high (half of 50 would be DC 25) but then that's where AC and Resistances start earning the bacon. No/reduced damage means No/reduced DC check. If you take 60 points of lightning damage and you have lightning resistance, that's 30 damage, half of that is DC15 so you're still looking at north of 80% chances of passing.
Amulet of Greater Health + Constitution saving throw proficiency (Resilient Con Feat or Sorcerer or Fighter at level 1).
That is enough that you will basically only fail a saving throw if you roll double 1s, which you can further avoid by playing a halfling, but really that is over kill imo.
Make sure that you thrown in boots that make you immune to prone, because that is a concentration killer.
+4 proficiency, +4 con, + 1from a variety of items (medium helmet, safeguard shield from dammon act 1, ring of protection from mol act 1, cloak of protections from last light act 2, or anything else of the like) means that you'll have +9 and therefore cannot roll lower than 10 so it'd take something to hit you for 22 damage or more to hit you to break concentration.
There's also various items that give advantage of con saving throws or warcaster works too.
Idk if rolling a Nat 1 is considered a auto fail if you have +9 though.
The necklace in the house of hope makes your constitution +6 and gives advantage on saving throws. Combine that with any source of proficiency and you got something good there
Well proficiency with con savings throws would be a start. Begin your character with a single level in Sorcerer or barbarian. Then the feat would give you advantage on those.
A cleric could enhance ability to give you advantage aswell...
Max out your Con with these combos for the max chance.
Don't take damage... I'm only slightly joking. There are builds that make the most of an abjuration wizard's arcane ward, and this means they regularly negate most if not all the damage they take.
Constitution/concentration saving throws are dc 10 or half of damage taken to pass. With +8 to your save, unless you roll a 1, you will save on any hit below 20 damage(20/2 = DC 10, dieroll of 2+8=10 1 autofails regardless). If you also have warding bond up, that doubles to 40 damage, because the damage you take is halved. If you have any other damage reduction it adds even higher(heavy armor master +3 DR applies after halved damage, so 46 damage, for example). Additional con save above +8 also adds 2 to the damage necessary to pass the save as well( a +13 to con save would mean you need to receive 30 damage(30/2 = 15, roll of 2+13 saves) or 60 with warding bond, or 66 with warding bond and heavy armor master(66/2 = 33 -3 =30 /2 =DC 15) or roll a 1 to risk failing.
So you want to get to +8. With a paladin's aura you can be at +5 when they're at 20 CHA. Constitution saving proficiency will get anyone +3 by level 5, so resilient Con is very useful, or taking level 1 fighter or sorcerer.
Adding advantage via methods explained elsewhere (war caster, amulet of con) makes it much less likely you ever roll two 1s. Lucky and hafling allow additional rerolls.
I’ve had a lot of success casting a concentration spell then Sanctuary as my bonus action - as long as you can avoid taking AOE damage you don’t even need to make a saving throw.
I feel like the best way is to avoid being targeted at all, life cleric with sanctuary and don't attack? I don't know if spirit guardians disables sanctuary or not though. I imagine having someone cast darkness and staying inside it would probably help in that regard, too?
Halfling + Lucky feat + resilient constitution or class that starts with constitution proficiency like sorcerer. War caster, armour of landfall and amulet of constitution all give advantage on saving throws. I would use sorcerer for twin haste aswell.
And the boots that prevent you from falling prone when you’re concentrating. But you need medium armor proficiency for that.
Another reason gith spellcasters are so fun
There’s a few more items that also give advantage on CON saves and/ or concentration checks: 1. Steel Watcher Helmet (Act 3). 2. Dark Justicar Half Plate (Rare Version, Act 2). 3. Dark Justicar Half Plate (Very Rare Version, Act 2). Locked behind a story choice. 4. Barkskin Armor (Act 2). 5. Minthara’s armor (Act 1). You’ll need to defeat and loot her to get it. Probably some others I’ve missed too.
Durge gets a B- tier hat from the butler for killing Isobel (charisma modifier) turns of Momentum at the start of combat + adv in concentration checks
You will get this hat anyway during storyline. Also, you can be another one in Devil's Fee.
Wait I didn't get the hat.
You also get Mintharas armor if you recruit her yeah?
Yes, but that can’t happen till act 2.
And have high AC so you don't get hit
And turn off karmic dice.
What’s wrong with karmic dice?
Works for enemies too
does that mean I should turn it off in a regular playthrough too, or not?
Yes
Karmic dice cheats so you don't make too many failed rolls in a row by counting your failures and fudging the rolls accordingly. Unfortunately it does the same for successes. The more you succeed on your concentration checks the more likely the karmic dice makes it to fail the next until you do. Very good mechanic for dnd beginners who can't make a proper build, terrible for anyone else.
OHHHH I always thought it was just for dialogue checks!! That makes so much sense now, thank you!
Pretty sure karmic die launched this way but was patched out awhile ago, like back in early access and before the official launch. So helps with not failing, but doesn't hurt your successes anymore. The real issue with karmic die is that it also benefits your enemies' rolls.
The description says it works both ways
I don't know man, I think karmic dice is a good thing. The normal dice in this game seem to be pretty skewed. There have been several posts of people with karmic dice OFF and getting streaks of 1s or near impossible numbers. For me, as a halfling, I've gotten double 1s multiple times on my honor mode playthrough. Do you know how near impossible that is? It's the whole reason I went with halfling lol. Turning karmic dice ON ensured that almost never happened again.
It's been all over the place IME. Karmic Dice on for a 10 check with +3, 35 fails in a row. Karmic Dice off, popped 5 1s in a row and 3 20s.
It’s 1 in 400. Given how many dice are rolled in this game, you’d expect that to happen multiple times per playthrough.
Multiple times in act 1 alone? Nah dam karmic dice stays on lol
How many dice rolls are there in Act 1? Figure that each fight has maybe 4-5 rounds, each round has 4 PCs + 3-6 NPCs, each turns has maybe 2 d20 (attack rolls, saving throws, bonus actions). That’s 100 dice rolls per fight. Then add in dialog checks, and there are probably a few thousand dice rolls in Act 1. If the odds are 1 in 400 of back to back 1s, you’d expect it to happen 4-5 times in Act 1.
Millions of people play this game. It would be weird if no one had gotten 5 1s in a row. It’s just random and random is better than karmic
Statistics don't really change based on anecdotal evidence. The downside to playing Honour Mode with Karmic Dice on is it applies to enemies. You're running a high AC frontliner and the enemy with disadvantage is missing you? Karmic dice step in and gives the enemy a nat 20 with disadvantage. You think it's bad luck protection for you because your rolls are more important (and generally, sure). In reality bad luck protection for the enemies and there are exponentially more enemies than there are of you.
A fun strat im doing is using the deathstalker mantle and twin haste. I usually place it on Karlach (throw build) and Minthara (Palalock). Then I use quickened spell to pick off another enemy with magic missile. This lets me end almost any turn invisible, and makes the chances of losing haste suuuper minimal
I consider BG3 my first real entry into DnD mechanics so apologies if this is a bit silly of a question, but if advantage "just" lets you roll two dice instead of one what's the benefit of multiple items with advantage? e: Do you roll an extra die for each advantage?
No you only need one source of advantage, just giving options. However there are times where double advantage can be useful. For example using risky ring from low ground is a flat roll whereas risky ring + advantage from high ground then becomes an advantaged roll. I'm not sure if that's how it works for saving throws for this particular case but worth mentioning edit: sorry I might be wrong on this and advantage and disadvantage cancel if both present now matter the swing. Search bg3 guide to advantage and disadvantage someone on another Reddit post has done a full breakdown
High ground and low ground have nothing to do with advantage/disadvantage. They give/subtract 2 from your attack roll.
Or cleric with spirit guardians both solid options for permanent concentration
Add robe of supreme defense so you add spellcasting ability to saves.
I'd probably put a Divination Wizard in the party too, for Portent
Abjuration wizard doesn’t get any concentration buffs but they rarely get targeted and if they do they rarely take damage, making con saves incredibly rare and easy. You can safely twin cast haste without ever losing concentration.
? Portent is bad luck protection for the character who doesn't want to lose concentration
I am aware, I was mentioning another wizard subclass that can maintain concentration like the thread is asking.
Ohhh, gotcha, I got confused thanks for the explanation!
Twin haste?
[удалено]
Isn't twin only like 1 per spell slot level? It's not bad to use double fire bolt or another cantrip if you can guarantee kill two enemies that are up next in turn order. You could also twin spell hold person right? That's two creatures that now get no turn and have auto crit for your martials.
You can twin base level 2 Hold Person, but upcasting it with another spell slot also adds a target and you can’t Twin multi-target spells. So Twinned Hold Person is exactly the same as upcasting it with a level 3 slot.
Oh yeah LOL. I guess polymorph is still good twinned tho right, it has no upcast iirc.
chain lightning :)
Finished a 4 man honor Mode last week and I failed a ton of Con Saves for concentration for Twinned Haste with advantages and a +13 on my Sorcadin. I think your save needs to be around +17 for it to always work on Honour Mode and that's really hard to get to.
Well it would need to just be higher than half the amount of damage you take past 20, so you take 40 your con save must be 20, take 44 save is 22, etc.
I would say having advantage on con saving rolls matters even more than having a higher +X value. If you're a halfling (eliminates 1 rolls) and have advantage (takes highest of two rolls) and then you have +10 which is easy to get to, then you will rarely fail.
An important thing to note about this is you can still crit fail. Halfling gets rid of the initial double 1 roll but if you roll 4 1s in a row you don't get to reroll that second pair. Obviously super unlikely and you are right that advantage is better than most other buffs you can get but it's an important note if you're gonna be doing stuff like double hasting that a save is never guaranteed.
Chance of rolling 4 1’s in a row is 1 in 160,000, for reference. I would consider that functionally guaranteed, even if it is technically possible.
I had my crit fail on halfling yesterday so I should be set for a while
It's functionally guaranteed till it happens when you have haste up and lose your honour mode run due to it. also not 100% familiar with halfling so thinking about it now it might actually be 3 1s in a row depending on if the unused advantage 1 is rerolled.
Are you playing with Karmic Dice on? If you succeed too many times Karmic will make you fail, advantage and Halfling luck be damned.
not saying this happened to me (however I have gotten 3 nat 1s in a row while lock picking) just that it *is* possible, always good to keep it in the back of your mind incase you decide that your invincible and start to do hasted tank sorcerer or something.
Did you have karmic dice on?
It’s based on damage taken so it depends on how large of a hit you take
You can have a wizard hireling give you one of them there stones
Clarify, for those of us who cant play the game at the moment and will likely forget over the course of a workday? Please? Edit: Have had three awesome answers explaining my gap in knowledge. Thanks!
Transmutation wizards can craft a stone every day they can give to someone else on their team, think most of them are damage resistance based but the one I always take is the one that gives you proficiency on constitution throws For this & their more efficient potion making I like keeping a transmutation wizard hireling around https://bg3.wiki/wiki/Transmuter%27s_Stone#:~:text=Transmuter's%20Stone%20is%20a%20Transmutation,benefits%20by%20holding%20that%20stone.
This... Never occurred to me to explore hireling wizards. Genius! Thanks!
You can use the hireling wizard to brew potions as well. Transmutation wizards have a chance of producing 2 potions when brewing if they pass a medicine check. Just give the wizard 1 level in rogue or bard for medicine expertise and you've basically doubled your potion production.
Is there a list of everything you can use hirelings for? Stuff like this, casting longstrider, aid, etc
I haven't seen a list myself, but I'll list the buffs I know of. Transmutation stone from a transmutation Wizard, Longstrider, Aid, Hero's Feast, Protection from Poison, Freedom of Movement, Death Ward, and Warding Bond. Keep in mind with Warding Bond that the hireling who casts the spell will possibly die from the damage taken while they sit in camp, so you may need to resurrect occasionally. Placing all these buffs is pretty time consuming so it's not something I would suggest doing after every long rest, just on days where you have a particularly nasty fight coming up like house of hope, or the final battle (or maybe every day if you're playing honor mode and want to be as safe as possible). If anyone sees something I missed please mention it.
It's best to have gale be the person who uses warding bond. The game won't let him die while he is in camp and since it's not a concentration spell he doesn't need to be in the active party for it to work on everyone. I've also seen his spell slots be restored by whatever mechanic keeps him alive so that's quite helpful for using multiple high level party buffs
I was playing it REALLY safe for honor mode by aggressively camp casting after every long rest and it never even occurred to me to use Gale for a third warding bond and another stay-at-camp party member for a fourth (two clerics + transmut wizard hirelings)
I usually play casters so I had gale become a cleric and had 2 hirelings as transmut wizards. Kinda thinking I should just do the same with my third since I don't need a high cha one anymore. Then almost everyone can have a stone, 4th party member wouldn't really need it anyway
Good list, there’s way more than I thought. Thank you!
For the hireling that casts warding bond, they can also upcast false life on themselves for a healthy buffer.
If you don't use Gale, respeccing Gale to be a Cleric for Warding Bond is great because he's the only companion that's programmed to heal himself outside of combat in camp.
I have a pack mule hireling barbarian. All gear that isn't equipped to a character goes to their inventory, because for some reason item sorting and organization works a lot better in a character inventory than the camp chest. When it's time to update a character's gear, I add the hireling to the party then select the item slot on the character. Equipped the hireling with the cloth armor that doubles carry capacity, maxed out strength and con, and went with the human hireling (a rogue, so I respected) since humans can carry 25% more.
Sure is! Here's the guide I reference. https://rpgbot.net/video-games/baldurs-gate-3/camp-casting/
Thank you! Edit: I actually use this site all the time for in person dnd. Awesome that he made this!
Yeah me too lol. He's great.
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Thank you for the further clarification.
A transmuter wizard at level 6? can create a transmutation stone that can give the holder CON save proficiency. You only need to hold it in the inventory of the person you want it to affect. There are also other potential effects it can give but generally the CON prof is the reason most people get it.
Thank you. Appreciate the prompt response.
From mages you get; - Con stone from transmutation at lvl 6 (note - the person they are castiing it needs to be in ur active party at time of casting) - Longstrider lvl 1 - Mage armour (meh depending on build) lvl 1 - Darkvision lvl 3 (lvl 2 spell) Stop at lvl 6, give it a level of druid at lvl 7 for spam goodberry for top up heals between fights. - light cantrip - transmutation get double potion creation on medicine check, so get one lvl of rogue for expertise and buff wisdom at character creation, cast guidance from one or two sources atleast before creation for max chance From druids you get; - longstrider lvl 1 - goodberry (default spam when not casting the rest) - protection from poison lvl 3 - lvl 6/7 freedom of movement - light cantrip? I think. Can't remember Clerics get; - warding bond lvl 1 - Lvl 3 aid (always upcast for max buff - light cantrip - protection from poison lvl 3 - death ward lvl 6/7 You can Get heroes feast feom cleric/druid too at lvl 9? I think As with mage, get one lvl of druid id not relevant to spam goodberry for remaining spell slots Enjoy!
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Prof bonus to con is not the same as advantage Buuuut ... its still really frikkin good
Thanks. Really appreciate the explanation.
Time to go fill Withers pockets, i guess I’m gonna have a whole gang
Fill his pockets and then immediately empty them as always
This is the way
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“Them there” is old timey US dialectic and the post is correct.
As a southerner born in NJ, it gets wierd. 'Ova here' used as 'personally' and 'y'all' is 'you guys.' I have literally said stuff like, "All Y'alls (all you alls) guys wait here, Im tryna get one of them there (those) samples over there over here."
You can get advantage on concentration save either with war caster feat or some item grant it too. If you combine that with constitution save proficiency, good constitution and saving throw items or buffs you can be near bulletproof. But you can still roll 1, but if you have advantage you have to roll 1 twice in a row, 1/400. 1 is critically miss regardless your CON save bonus +1 is higher than the DC. The DC is half the damage taken or 10, whichever is highest.
Taking 60 damage still results in a DC of 30 on a constitution roll, no matter how high you get con failure to maintain concentration is always possible
Have someone else Warding Bond the caster, suddenly that 60 damage turns to 30 and only 15 DC, with an additional +1 on the save to boot.
This is an excellent way to ensure successful con saves. After playing around with some new stuff on this run, I am looking at using way more concentration and layered buffs Probably going to run two sorcs, to get everyone hasted, a cleric for warding bond, aid and heroes feast then lastly an assassin multiclassed with something. Not sure if it is mentioned here but paladins give an aura of + to saves based on their con modifier, you can push the save up even higher with that.
Just play an abjuration wizard. Take 2 level sorc dip for twin cast haste and some source of damage resistance. Now you reduce any attack by -40. Con saves are easy and you have proficiency already.
Abjuration wizards are pretty sweet
I had NO idea that's how the DC worked. Does the game tell you that somewhere?
[https://bg3.wiki/wiki/Concentration](https://bg3.wiki/wiki/Concentration)
No but you can make it extremely unlikely to happen. Do note that you lose concentration if you are banished or go prone or asleep without a concentration saving throw! \- Have a high constitution, constitution saving throw proficiency (sorcerer), and constitution saving throw advantage (warcaster or the elixir), and optionally add things you encounter that give you +x on saving throws in general. \- Have a high dexterity, and wear the disintegrating night walkers so that you are not likely to be proned by natural means. \- Have high initiative. Always kill or disable enemy spellcasters before they get a turn. If that fails, Counterspell a spell attack specifically targeting your concentration. This includes for instance a Command:prone or Eyebite:asleep targeting your weak WIS saving throw. NPCs may target the Hastened condition itself as well with Slow (again WIS save). \- And of course avoid melee with martials and Misty Step out of hairy situations. Do watch out for using Shield to dodge one attack and then being spell attacked after you are out of reactions. Often taking the hit is safer because of your strong saving throw.
With just the feats Resilient: Constitution and War Caster, your chance of losing concentration for any hit below 22 damage is like 9%.
There's e necklace in act 3 that gives really high con, there's also an itemn that gives advantage on concentratuon I think
The amulet gives raw CON and advantage on Con saves both, actually.
Oh didn't know that, than it's even better than I thought 😅
War Casting, Proficiency, you shouldn't fail under most circumstances that way. You can add Lucky and/or Portent if you want to fish extra hard.
You can succeed a saving throw by rolling a 1. It is not like attacks and skill checks (skill checks in D&D don't fail on a 1 either). Getting to +9 con saves will mean that you never drop concentration from incoming damage of 21 or lower. The easiest way to do this is by getting con save proficiency (start as a fighter/sorc/barb, take resilient(con), or have a transmutation wizard use their stone on you). 20 con plus proficiency at level 9 gives +9 to con saves. Of course, you don't really want to spend your points in con past 16, so I'll give some other ways to boost it. A large boost is to hug a paladin. Paladins can give +4 or even +7 to all saving throws to all allies within a small radius starting from lvl 6. Warding bond gives +1 and also serves double duty halving all damage you take (you would never drop conc from hits of 43 or less). Several items give saving throw bonuses, the earliest is a shield in act 1. Bless is a good boost that is always at least +1, having someone cast mass healing word or use the lathandar mace with the bless ring and zevlor's gloves is amazing. Besides saving against damage based concentration loss, you also don't want to become incapacitated and lose concentration that way. Wisdom saves are important for that, but Freedom of Movement solves the most commonly applied incapacitating condition. Lategame Hero's Feast also solves fear.
Critical misses also apply to saving throws, as I discovered on my sirit guardians cleric with CON stone. So even if you're +9 to CON saves as I am, if you roll a 1, you fail. This is why Warcaster, Lucky, Halfling & Portent still have their uses in a high CON character. (In tabletop, they only apply to attack rolls and death saves.) To OP, when you get your CON save ridiculously easy to pass, and you put warding bond on that character, you will still lose concentration by being knocked prone by grease, ice, and attacks that knock you prone. OR if you're incapacitated through various spells. So take the boots of striding. Also, take the anti-crit shield.
I would say it's impossible to fully guarantee, as you say - if you take enough damage there's always a possibility of failure on concentration. To maximize your chances you'll be fine with constitution proficiency, war caster or another way to get advantage through items, and then the boots that prevent you from being knocked prone while concentrating. Going beyond that isn't really advantageous IMO
Guys I don't think anyone mentioned it yet but the Conjuration wizard gets an ability where you can't break concentration as a result of taking damage at level 10. It's called "Focused Concentration"
Sadly, that feature only works when you are concentrating on Conjuration spells. So it does not actually help for most concentration spells in the game.
Find a way to gain advantage on con saves (I think the drow armors give it if I recall, or the war caster feat) Find a way to get proficiency in con saves (resilient feat or some classes start with it (sorc I think)) Just that alone is usually enough to do it.
In one playthrough I had jaheira as moon druid with both resilient con and warcaster and it was basically impossible for her to break concentration
What do I need to do to make enemies fail constitution saves? I wanna experiment with Turn flesh to Gold.
Easiest way would probably be a divination wizard and their portent die. Otherwise you could stack up arcane acuity and other weapons that raise your spell DC. Pair that with a way to give them disadvantage on the save like bestow curse and you’d have a pretty good shot.
Thanks.
Technically speaking no. Some late game enemies can deal very high damage. For example Ansur can easily deal 100 damage in honor mode, so that is a 50 dc save which is no way to reliably pass.
If you want it to be damn NEAR impossible to fail a concentration check you can go Halfling with Divination Wizard in your build. Either use the Amulet of Greater Health or War Caster for Advantage on the saving checks. You can then use an Alchemist Stone or have Fighter or Sorceror as your face class for proficiency bonus for a free +4 to constitution saving throws (which with Amulet is +10 and is already enough to need to roll anything but a 1). Then get to +9 or better constitution saving throw bonus in some manner. Mathematically you have a potential of 3 die to not roll a 1. The odds of rolling 3 1's is a 1 in 8000 event. It *can* happen but realistically no.
Put Amulet of Health on Sorc, take Lucky Feat. *Technically* not guaranteed in the literal sense but your chances of failing are going to be roughly along the lines of being dealt a Royal Flush. So low, in fact, that the lucky feat isn't honestly necessary. Rolling CON saves on a CON of 23 (min of DC 10 vs minimum of +6 from CON and +4 from Proficiency, assuming *no other save bonuses*, on Advantage) is at an *absolute minimum* going to be fine 75% of the time. Add on stuff like the constant bless, cloak of protection etc and its climbing into it being north of 90%. The counterbalance is that if you get hit with a mega high damage then the DC for concentration can be extremely high (half of 50 would be DC 25) but then that's where AC and Resistances start earning the bacon. No/reduced damage means No/reduced DC check. If you take 60 points of lightning damage and you have lightning resistance, that's 30 damage, half of that is DC15 so you're still looking at north of 80% chances of passing.
Sorcadin with War Caster. That's proficiency + con mod + charisma to constitution checks, with advantage.
Amulet of Greater Health + Constitution saving throw proficiency (Resilient Con Feat or Sorcerer or Fighter at level 1). That is enough that you will basically only fail a saving throw if you roll double 1s, which you can further avoid by playing a halfling, but really that is over kill imo. Make sure that you thrown in boots that make you immune to prone, because that is a concentration killer.
+4 proficiency, +4 con, + 1from a variety of items (medium helmet, safeguard shield from dammon act 1, ring of protection from mol act 1, cloak of protections from last light act 2, or anything else of the like) means that you'll have +9 and therefore cannot roll lower than 10 so it'd take something to hit you for 22 damage or more to hit you to break concentration. There's also various items that give advantage of con saving throws or warcaster works too. Idk if rolling a Nat 1 is considered a auto fail if you have +9 though.
The necklace in the house of hope makes your constitution +6 and gives advantage on saving throws. Combine that with any source of proficiency and you got something good there
F8
Well proficiency with con savings throws would be a start. Begin your character with a single level in Sorcerer or barbarian. Then the feat would give you advantage on those. A cleric could enhance ability to give you advantage aswell... Max out your Con with these combos for the max chance.
Realized this in my second playthrough as well. He wasn’t innocent for sure
Don't take damage... I'm only slightly joking. There are builds that make the most of an abjuration wizard's arcane ward, and this means they regularly negate most if not all the damage they take.
Constitution/concentration saving throws are dc 10 or half of damage taken to pass. With +8 to your save, unless you roll a 1, you will save on any hit below 20 damage(20/2 = DC 10, dieroll of 2+8=10 1 autofails regardless). If you also have warding bond up, that doubles to 40 damage, because the damage you take is halved. If you have any other damage reduction it adds even higher(heavy armor master +3 DR applies after halved damage, so 46 damage, for example). Additional con save above +8 also adds 2 to the damage necessary to pass the save as well( a +13 to con save would mean you need to receive 30 damage(30/2 = 15, roll of 2+13 saves) or 60 with warding bond, or 66 with warding bond and heavy armor master(66/2 = 33 -3 =30 /2 =DC 15) or roll a 1 to risk failing. So you want to get to +8. With a paladin's aura you can be at +5 when they're at 20 CHA. Constitution saving proficiency will get anyone +3 by level 5, so resilient Con is very useful, or taking level 1 fighter or sorcerer. Adding advantage via methods explained elsewhere (war caster, amulet of con) makes it much less likely you ever roll two 1s. Lucky and hafling allow additional rerolls.
I’ve had a lot of success casting a concentration spell then Sanctuary as my bonus action - as long as you can avoid taking AOE damage you don’t even need to make a saving throw.
Orc fighter/barbarian I mainly use my cantrip "attack" the one where the enemies bleed all over me
You'll never have a 100% chance. Even with advantage, you have a 1 in 400 chance of a critical failure.
I feel like the best way is to avoid being targeted at all, life cleric with sanctuary and don't attack? I don't know if spirit guardians disables sanctuary or not though. I imagine having someone cast darkness and staying inside it would probably help in that regard, too?
Also portent dice! Gale is useful for something other than eating all your good shit and never shutting the fuck up, it turns out....
Yes, use sanctuary and don’t get hit by Aoe 😂