
A great way to get an advantage against enemies in Baldur's Gate 3, is to use stealthiness to get a drop on them. You have the ability to sneak, and you can use this to get behind an enemy and deal massive damage to them before they even realize you're there.
RelatedBaldur's Gate 3: Best Thief Rogue Build
Thieves make for some of the best rogues in Baldur's Gate 3 thanks to their extra bonus actions and sneaky specialisms. Here's how to build one.
PostsThere are certain classes and abilities that will reward this type of strategy, and you may even be able to end battles in a single turn by capitalizing on these. This attack style is especially helpful on your second playthrough when you know the locations of the different enemies and the encounters that lead to battles.
Stealth Build Overview
An obvious choice of class for a stealth build is the rogue class. Rogues enjoy the option of launching a sneak attack on an enemy, granting an extra 1d6 damage on a hit.
Picking the thief subclass as you gain levels as a rogue is a must because of the Fast Hands passive, which allows you to have an extra bonus action.
An assassin is a seemingly attractive subclass choice for rogues when making a stealth build, but the Fast Hands passive of a thief rogue is more useful. An assassin's abilities work best at the very start of combat, so taking down more powerful enemies later on will be more difficult for this subclass.
After you take around four levels in the rogue class, you'll also want to have six levels in the monk class.
Monks enjoy plenty of passives that increase both damage and movement. You'll also be able to maximize the Fast Hands passive on the thief with the numerous bonus action options that monks enjoy, specifically monks in the way of the open hand subclass.
Lastly, you'll want to have two levels in the fighter class. At fighter level two, you'll enjoy Action Surge, which will give you an extra action that you can use during your turn.
The Best Origin And Race For A Stealth Build
If you truly want the best stealth build, picking the Dark Urge as your character will give you a cloak that will literally make you disappear on the battlefield. The only way to get this special cloak is by playing as the Dark Urge, so you should definitely consider it.
When it comes to your race, a wood elf makes for an amazing stealth character, thanks to their increased movement speed. They can move up to 10.5m or 35ft in a single turn.
Wood elves also have the Mask of the Wild passive, which gives them proficiency in Stealth.
The Best Level-By-Level Stealth Build
In summary, you start with four levels as a rogue, then get six levels as a monk, then you end with two levels of fighter. By the time you reach level 12, you'll have a stealthy character that can dish out numerous attacks in a single turn.
Level
Features
Rogue 1
Abilities:
- Dexterity (at least 16)
- Constitution (at least 14)
- Wisdom (above 10)
Actions gained:
- Sneak Attack (Melee)
- Sneak Attack (Ranged)
You'll need to be sneaking in order to use sneak attacks and to enjoy their extra 1d6 damage.
Rogue 2
Actions gained:
- Cunning Action: Dash
- Cunning Action: Disengage
- Cunning Action: Hide
Cunning actions will allow you to dash, disengage, or hide using only a bonus action on your turn.
Rogue 3
Your sneak attack damage gains an addition +1d6.
Pick subclass: thief
Passives gained:
- Fast Hands - gain an additional bonus action.
- Second-Story Work - gain resistance to falling damage.
Rogue 4
Pick feat: ability improvement (Dexterity +2)
Monk 1
Passives gained:
- Martial Arts: Dextrous Attacks - attacks with monk weapons and unarmed attacks scale with Dexterity, if this is higher than your Strength.
- Martial Arts: Deft Strikes - attacks with monk weapons and unarmed attacks deal 1d4 bludgeoning damage, unless their normal damage is higher.
- Martial Arts: Bonus Unarmed Strike - after attacking while unarmed or using a monk weapon, you can make another unarmbed attack as a bonus action.
- Unarmoured Defence - while not wearing armour, add your Wisdom modifier to your armour class.
Action gained: Flurry of Blows - use a bonus action to punch twice, equivalent to two normal unarmed attacks.
Monk 2
Passive gained: Unarmoured Movement - while not wearing armour or using a shield, your movement speed increases by 3m or 10ft.
Actions gained:
- Patient Defence - using a bonus action, attack rolls against you have disadvantage, and you have advantage on Dexterity saving throws.
- Step of the Wind: Dash - use your bonus action to double your movement speed.
- Step of the Wind: Disengage - use your bonus action to disengage.
Monk 3
Attacks made unarmed or using monk weapons now deal 1d6 bludgeoning damage, unless their normal damage is higher.
Reaction gained: Deflect Missiles - use your reaction to reduce damage from ranged weapons by 1d10 + your Dexterity modifier + your monk level.
Pick subclass: way of the open hand
- Flurry of Blows: Topple - potentially knock a target prone using this attack.
- Flurry of Blows: Stagger - potentially stagger a target using this attack.
- Flurry of Blows: Push - potentially push your target 5m or 17ft away using this attack.
Monk 4
Pick feat: alert - gain a +5 bonus to initative, and you can't be surprised.
Monk 5
Actions gained:
- Stunning Strike (Melee) - possibly Stun a target in addition to dealing your weapon damage.
- Stunning Strike (Unarmed) - possibly Stun a target in addition to dealing your unarmed damage.
Passive gained: Extra Attack - make an additional free attack after making an unarmed or weapon attack.
Monk 6
Passives gained:
- Improved Unarmoured Movement - increase your movement speed by 4.5m or 15ft if you're not wearing armour or wearing a shield.
- Ki-Empowered Strikes - your unarmed attacks count as magical for the purpose of overcoming enemies' resistance and immunity to non-magical damage.
Toggleable passives gained:
- Manifestation of Body - unarmed attacks deal an additional 1d4 + Wisdom modifier (necrotic damage)
- Manifestation of Mind - unarmed attacks deal an additional 1d4 + Wisdom modifier (psychic damage)
- Manifestation of Soul - unarmed attacks deal an additional 1d4 + Wisdom modifier (radiant damage)
Action gained: Wholeness of Body - gain an extra bonus action and recover 1 Ki Point for 3 turns.
Fighter 1
Action gained: Second Wind - regain 1d10 + Fighter level hit points
Fighting Style: Two-Weapon Fighting - add your ability modifier to the damage of your offhand attack.
Fighter 2
Action gained: Action Surge - immediately gain an extra action on your turn.
The Best Equipment For A Stealth Build
You'll be using clothing instead of armour for your stealth build in order to enjoy all the passives you gain as an unarmoured monk.
That being said, most of your equipment choices will be based on Dexterity scaling and improved movement.
Best Early-Game Equipment For A Stealth Build
Equipment
Description
Location
Clothing: The Graceful Cloth
Armour Class: 10
Cat’s Grace: You gain Cat’s Grace and increase your Dexterity score by 2, to a maximum of 20.
Nimble As a Cat: You gain a +1 bonus to Dexterity Saving Throws and also increase your Jump distance by 1.5m.
Act 1: You can purchase this from Lady Esther at the Rosymorn Monastery Trail.
Cloak: The Deathstalker Mantle
The Shadow Itself: Once per turn when you kill an enemy, shroud yourself in primaeval darkness to become invisible for 2 turns.
Act 1: Can be received from Sceleritas Fel if you're playing as The Dark Urge.
Headgear: Haste Helm
Smooth Start: At the start of combat, the wearer gains Momentum for 3 turns.
Act 1: This is found in a chest near the Blighted Village Waypoint.
Gloves: Gloves of Dexterity
Set the wearer's Dexterity score to 18, unless their Dexterity is higher without it.
Attack +1
Act 1: This can be purchased from A’jak’nir Jeera in Crèche Y'llek.
Footwear: Disintegrating Night Walkers
Night Walker: Can’t be Enwebbed, Entangled, or Ensnared and can’t slip on grease or ice.
Spell: Misty Step
Act 1: Dropped by Nere in the Grymforge.
Amulet: Periapt of Wound Closure
Wound Closure: When downed, automatically stabilise at the start of the turn.
Potent Healing: Maximise the number of hit points restored.
Act 1: This can be purchased from Lady Esther at the Rosymorn Monastery Trail.
Ring 1: Crusher's Ring
Movement Speed +3m
Act 1: Can be taken from Novice Crusher using sleight of hand, or can be looted from his body after killing him.
Ring 2: Smuggler's Ring
Stealth +2, Sleight of Hand +2, Charisma -1
Act 1: Can be looted from a skeleton under The Risen Road bridge.
Main hand weapon: Knife of the Undermountain King
1d6 + 2 (3~8) + Strength or Dexterity modifier (Piercing damage)
Organ Rearranger: Reduce the number you need to roll a Critical Hit while attacking by 1. This effect can stack. When you roll 2 damage or less, reroll the dice, taking the highest result.
Shadow Blade: You have Advantage on Attack Rolls against Lightly or Heavily Obscured targets when using this blade.
Weapon Enchantment +2
Act 1: This can be purchased from A’jak’nir Jeera in Crèche Y'llek.
Offhand weapon: Sussur Dagger
1d4+1 (2~5) + Strength or Dexterity modifier (Piercing damage)
Silences targets on hit.
Act 1: Can be crafted using a dagger and Sussur Tree Bark in the Blacksmith's Forge in the Blighted Village as part of the Finish the Masterwork Weapon quest.
Ranged weapon 1: Hellfire Hand Crossbow
1d6 + 2 (3~8) + Dexterity modifier (Piercing damage)
Hellstalker: Possibly inflict Burning when attacking while Hiding or Invisible.
Scorching Ray: Can cast Scorching Ray at Level 3 once per Short Rest.
Act 2: This can be looted from Yurgir'sbody in the Gauntlet of Shar.
Ranged weapon 2: Firestoker
1d6 (1~6) + Dexterity modifier (Piercing damage)
Burned Alive: Deals an additional 1d4 Piercing damage to Burning targets.
Act 1: This can be looted from a chest in a dormitory room in Grymforge.
Best Late-Game Equipment For A Stealth Build
Equipment
Description
Location
Cloak: Shade-Slayer Cloak
Stealthy Critical: While Hiding, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
Act 3: Can be purchased from Sticky Dondo in the Guildhall.
Headgear: Mask of Soul Perception
Soul Perception: Gain a +2 bonus to Attack rolls, Initiative Rolls, and Perception Checks.
Cast Detect Thoughts: Replenishes after a Short Rest.
Act 3: Can be looted from a chest in the Devil's Fee.
Gloves: Glade Stalker Gloves
Seldom Caught Unaware: You gain a +1 bonus to Initiative Rolls.
Skullduggery Attack: Your Sneak Attack deals an additional 1d4 Force damage.
Act 3: Can be purchased from Exxvikyap in Rivington General.
Amulet: Amulet of Greater Health
Set the wearer's Constitution score to 23. The enchantment has no effect if their Constitution score is higher without it.
Advantage on Constitution saving throws.
Act 3: This can be looted from a pedestal in the Archive Room located in the House of Hope.
(Optional) Ring 1: Killer's Sweetheart
Executioner: When you kill a creature, your next attack roll will be a critical hit. This refreshes after a long rest.
Act 2: This can be picked up from the ground of the Self-Same Trial at the Gauntlet of Shar. The exact spot is where your player's copy died.
(Optional) Ring 2: Ring of Regeneration
Combat Regeneration: At the beginning of your turn, the ring activates and heals you 1d4 hit points.
Act 3: This can be purchased from the Sorcerous Sundries if Lorroakan is alive. If Lorroakan is dead, but Rolan is still alive, it can be looted from Rolan in Ramazith's Tower using sleight of hand.
Main hand weapon: Rhapsody
1d4 + 3 (4~12) + Strength or Dexterity modifier (Piercing damage)
Scarlet Remittance: Gain a +1 bonus to Attack Rolls, damage, and Spell Save DV for every foe you slay, up to a maximum of +3.
Sweet Bloodletting: Possibly inflict Bleeding when hitting a creature with this weapon while Hiding or Invisible.
Act 3: Dropped by Cazador Szarr in Cazador's Dungeon.
Offhand weapon: Crimson Mischief
1d6 + 2 (3~8) + Strength or Dexterity modifier (Piercing damage)
Prey Upon the Weak: This weapon deals an additional 1d4 Piercing damage against targets with 50% of their hit points or fewer.
Redvein Savagery: When you make an attack with Advantage, the target takes an additional 7 Piercing damage.
When Off-hand: When you make an attack with your off-hand weapon, you can add your Ability Modifier to the damage of the attack.
Act 3: Dropped by Orin in the Temple of Bhaal.
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