Baldur's Gate 3

Baldur's Gate 3

Not enough ratings
[EN] Build - The Eldritch Thrower Barbarian
By VolusFM_
It all started from a small hint - me noticing that the Barbarian's rage adds two damage to throw attacks. From then, I decided to fully commit to a throw build and see where that would get me.

I ended up having a build that is not only very powerful, but super fun to play.

I will try and walk you through everything you need to know to play this build: which multiclassing to take and when, which loot to use, etc. There are minor spoilers regarding items locations. Spoilers tags will be used where necessary.
   
Award
Favorite
Favorited
Unfavorite
The idea
We're going to, once more, make use of one of the most overpowered feats in the game: Tavern Brawler.

Adding twice your STR mod to both attacks and damage rolls is incredibly powerful. And since it applies to throws, improvised weapons, and unarmed strikes, it has a nice range of options for application.

Some weapons in the game are great to throw, but do not return to our hand. Because of that, we're going to multiclass as a Fighter and use the Eldritch Kight's weapon bind to make sure any weapon always returns to our hand after throwing.

And finally we're also using Rogue's Thief subclass for an extra bonus action.

We could also forego Fighter entirely - after all, a lot of the weapons we will be using return to hand after a throw, so we do not need to bind the weapon. But I don't find the latter barbarian levels all that useful, and the fighter dip gives us options.

At the end of the day, it's really up to you to decide whether you want to follow my leveling plan!

Strengths and weaknesses

You're a full on martial. Don't really expect great control or AoE options. You also aren't the best party face, though you can get some proficiency with your background, and Friends and Assistance from ally cantrips. But that's about it, really, when it comes to weaknesses.

Sometimes it can be a bit tedious to find a good angle to throw your weapon, but you can usually play around it.

Like my monk build, this one comes online at level 4. And like my monk build, this one has great itemization and is easy to fit in any party. You also can make enemies fall prone pretty easily.

A bit of terminology

A homing weapon is a weapon that naturally returns to your hand when thrown. It is precised in the weapon's description.

A bound weapon is a weapon on which you have applied the Bind weapon ability (from Warlock's Pact of the Blade or Fighter's Eldritch Knight subclasses). This gives it, among other things, the homing characteristic, but it is not built in the weapon.

For the rest of this guide, I will designate any weapon that returns to your hand when thrown as a returning weapon. On the opposite, by melee weapon, I will designate any weapon that you do not want to throw and use only as a melee damage source.

This may seem trivial, but keep in mind that this roles are not immutable: since you can transform any weapon into a returning weapon with Bind weapon, and since (obviously) any returning weapon can be used as a melee weapon, it's up to you to decide how you will use a weapon: as a melee weapon, a returning weapon, or both.
Character creation
Characteristics

The two most important characteristics for a Barbarian, by default, are Strength and Constitution and we're going to do just that. We're not going to use the defaults, though - a little bit of tweaking allows us to get a +3 in Constitution while keeping the +3 given in Strength.

STR
DEX
CON
INT
WIS
CHA
16
14
16
8
12
8

Species

You can make this work with any species, but I recommand going with a Dwarf. There is a special weapon in Act 3 that grants extra benefits to dwarves, and it works super well with this build.

However, if you don't feel like playing a dwarf, that is 100% OK. The build will still work wonders.
The leveling plan
Levels 1 to 5

Level Barbarian up to 5 to get Extra attack.

At level 3, take Berserker if you want to go for an optimal build. I didn't need to so I went with Wildheart.

Berserkers get Enraged Throw which adds your strength to each throw once more, forces hit enemies to go prone, and can be used as a bonus action.

At level 4, guess what... your feat is Tavern Brawler (with an extra point in strength). I'm sure you never saw it coming.
At this point, you should have access to the Returning Pike, so you can also start making a lot of throw attacks.

At this point of the game, if you get Hag's hair you can get your strength to 18.

Levels 6 to 8 - Fighter dip

Getting fighter levels isn't absolutely necessary, but it gives us nice options. We get Second Wind, then Action Surge which are nice bonuses.

If you want to use weapons that aren't naturally homing, go for Eldritch Knight (with Shield spell and Friends cantrip). Otherwise, just get Champion for the boost to critical score.

If you're a Berserker and opt out of Eldritch Knight though, get your rogue levels first. Push rogue up to 4. It doesn't change anything to have either Rogue or Fighter at level 4, both will give you a feat. Just choose which class you'll dip in first and stick to it until level 9.

If you're not playing berserker, forget about the rogue levels in the next paragraoh. Instead, respec at level 8 to go Fighter 5 / Barbarian 3, and aim for Fighter 8 / Barbarian 4. We do it this way, and not the other way around, to get an extra feat with Fighter 6. You can spend it on Alert, an Ability Score Improvement, etc.

Levels 9 to 12 - Rogue dip

We could get more levels in Eldritch Knight and push it to 8 (in that case, respec and leave Barbarian to 4). That said, the better version of the build uses a Rogue dip to get an extra bonus action.

At level 12, you get your second and last perk. Get 2 more points in Strength with Ability Score improvement.

STR
DEX
CON
INT
WIS
CHA
18
14
16
8
12
8
Loot to use
Act 1

There are essentially three important items that you want to get in act 1 (the rest is up to you). Fortunately, two they are accessible quite early.

Your first throwing weapon is the Returning Pike. It's a +1 weapon with a d10 for damage, and it has the homing weapon perk to return to your hand when thrown. Be careful, however, it is very easy to miss: you have to buy it from the merchant at the goblin camp before attacking the goblins (if you choose to do so). The weapon can't be looted on the merchant's corpse. The goblins in the camp will be hostile as soon as you attack those inside.

To boost your damage, you'll want the Ring of Flinging which adds 1d4 damage bonus to thrown damage and is sold by the gnome merchant in Emerald Grove.

Finally, towards the end of Act 1 you can get the Gloves of uninhibited Kushigo which have the same effect. You need to rescue a certain dwarf drapped in a mushroom field and then report to his wife.

You can also pick up the Titanstring bow near Waukeen's rest. You may wonder why we would use a bow - after all, we're throwing weapons, right? Well, in some situations it is a bit tedious to find a good angle to throw a weapon (especially in places where the ceiling is low, as throwing a weapon involves a more parabolic trajectory than shooting an arrow). So we might as well pick up a good bow to deal damage from afar, just in case. And considering we have no dex and high strength, the Titanstring bow is perfect for that!

Act 2

There is a lot of gear for us to get in act 2.

At Moonrise Towers, you can pick up the Titanstring bow from one of the merchants if you missed it. Another merchant there sells a piece of clothing that gives you +2 to Consitution, which means more HP and more defence for us.

Also, our friend Dammon sells the Charge-bound Hammer which gains power when it's an Eldritch Knight's pact weapon. It is an excellent hybrid option for both melee and throwing attacks that gains lightning damage.

Speaking of lightning damage, I have to mention the Lightning Jaber that you can get by surviving an ambush near the lake below the Grand Mausoleum. It is a fantastic throwing weapon that benefits heavily from all the damage bonuses (Ring, gloves, tavern brawler) we get for throwing attacks. It is not a homing weapon, and neither is the Charge-bound hammer... but that is quickly fixed once you use the bind weapon action of the Eldritch Knight!

Act 3

The really insane gear comes in Act 3. There are two incredible homing weapons for us.

The first one is the Dwarven Thrower. You can get it at Wyrm's Crossing by speaking to a merchant, who's part of Shadowheart's questline, so make sure she isn't there. Just convince him to show you his most exotic articles.

This weapon's most interesting effects only activate if you're playing a dwarf. So if it's not your case, you can probably forego this weapon.

And then of course, there's Nyrulina. You will need to go to the circus, pickpocket the Djinn and steal his ring, then play his game. He'll teleport you to a remote area and the weapon is in a locked chest near the exit portal. If you can't open it just add it to your inventory, send it to camp and ask Astarion later.

You might believe that Nyrulina is much more powerful because of the AoE effects, but if you're playing a dwarf, you want to pick up both weapons. The reason for that is that Nyrulina's AoE damage isn't always something you want to exploit (friendly fire, for one reason) and sometimes the Dwarven Thrower will do more damage (on large creatures).

If you want to replace the Titanstring bow, the Gontr Mael that you get by disabling the Steel watch and beating the Titan is probably the best option at this point. It also gives Celestial Haste that doesn't make you Lethargic when it ends. Even if you don't use it, you can give it to another party companion.







Finally, if you get to the House of Hope in Hell, you can get the Gauntlets of Hill Giant Strength, to get your Strength to +6 - and remember, that +6 will apply to both attack and damage rolls when throwing weapons!
How to play the build
Throwing and returning

Honestly? You just throw weapons at people. However, you need to ensure that you are throwing a returning weapon.

The build basically abuses this returning mechanic, coupled with the Tavern Brawler feat and some interesting damage mechanics[bg3.wiki], to deal massive damage from afar.

Sometimes, the returning weapon you've just thrown doesn't return to hand. Usually, pressing Alt (or whatever button highlights interactible objets for you) to show where my weapon landed fixes it immediately. You should, however, avoid throwing a returning weapon when your hands are empty - it seems to completely block the return of the weapon.

Action economy and swapping weapons in combat

One of the few problems you're likely to have is that you can't equip a weapon and use another one for throw attacks if it's a returning weapon: the returning weapon will replace your main weapon when coming back to your hands.

It may not seem like a big deal as the build focuses on throws. But every now and then, some enemy closes in on you, you want to get rid of him fast, and you wish you dealt a bit more damage with melee attacks.

That's where your companions come in. A well equipped melee companion like Karlach or Lae'zel will usually make short work of these kinds of problems. If not, you can always use your own melee attacks (or risk an opportunity attack).

It can also be a good idea to start the fight with a good two handed melee weapon, and once your melee companion(s) have the attention of everyone, reposition your character and start using throw attacks.

Unfortunately it kind of goes one way. Switching from a melee weapon to a homing weapon (or from one homing weapon to another) is free: as explained before, once you throw a homing weapon, it replaces any equipped weapon. But to equip back your melee weapon, you have to use an action.

You may be able to avoid this issue by throwing the melee weapon one time. If that weapon is bound to you, it should replace whatever weapon you have equipped, just like any other homing weapon would. You will obviously deal less damage by throwing a weapon that has no synergy with throw attacks, but it can set you up for better melee attacks right after.
Thoughts? Suggestions?
Do you feel like something is missing or could be improved? Have any questions?

Feel free to let me know in the comments below. I do my best to answer to each and every one of them.

Thanks for reading the guide, and I hope you have fun playing this build!
Changelog
For the sake of clarity and transparency, I will be noting relevant changes (that is basically anything but typos) to the guide here.

25/01/2024: Refined leveling plan based on u/Prestigious_Juice341's version of the build on reddit.

26/01/2024: Clarified multiclassing choices.

27/01/2024: Added strengths and weaknesses of the build.
5 Comments
VolusFM_  [author] 14 Jan @ 6:45am 
haven't tried it myself in Honor mode*, obviously
VolusFM_  [author] 14 Jan @ 5:07am 
Thank you!

A word of advice: while the build is very strong, it arguably isn't refined enough for Honor mode (I haven't tried it myself).

It just so happens that today I was browsing some guides on Reddit and found this post by Prestigious_Juice341 who makes a lot of great guides on the game: https://www.reddit.com/r/BG3Builds/comments/18eguld/honor_mode_tb_throw_complete_build_guide/

It basically is the same build with the same intents, and you will find there's a lot of common ground. But it is a lot more optimised. Enraged Throw is a MVP especially.
Antmarino 13 Jan @ 9:32pm 
Nice guide bro, i might try this on my next honour run
VolusFM_  [author] 13 Jan @ 6:49pm 
Thank you for the kind comment, glad you're having fun! :)
SumoFlorist 13 Jan @ 4:31pm 
Sad that there is no comment yet and this guide seems to be hidden behind many other pages.
Im currently playing my somewhat evil Tav according to this guide and so far it has been a blast!

looking forward to gaining more levels!