
Before embarking on your next adventure in Baldur’s Gate 3, it is essential to enhance your party’s capabilities with the right buffs. Utilizing available buffs effectively can significantly influence your gameplay, especially since many last until your next long rest. Preparing for unforeseen challenges is crucial to your success.
Various buffs offer advantages such as increased health points, improved combat prowess, and better success rates in skill checks. While certain buffs may only come in handy for specific situations, others are invaluable and should be activated regularly before leaving camp. Below, we delve into the top camp buffs recommended for every excursion in Baldur’s Gate 3.
Top Camp Buffs for Every Stage of the Game
Presented in the table below are the most effective camp buffs, arranged from levels 1 to 12. Early-game buffs offer a wider array of options, while late-game buffs pack substantial benefits that are critical to employ before you set out. Every spell listed remains active until your next long rest, with the exception of the Death Ward spell:
Buff Name |
Spell Slot Requirement |
Buff Effect |
---|---|---|
Level 1 Spell Slot |
Increases armor class to 13 plus the character’s dexterity modifier (applies when not wearing armor). |
|
Ritual Spell |
Boosts movement speed by 3 meters. |
|
See Invisibility |
Level 2 Spell Slot |
Allows the caster to perceive invisible entities or items. |
Level 2 Spell Slot |
Increases maximum HP by 5, with the option to upcast using a level 6 spell slot to gain an additional 25 HP. |
|
Level 2 Spell Slot |
Offers advantage on saving throws against the poisoned condition. |
|
Warding Bond |
Level 2 Spell Slot |
Grants a companion resistance to all damage types, and raises their armor class and saving throws by +1. Notably, any damage taken by the warded companion is also dealt to the spellcaster. This downside can be mitigated by employing a Cleric hireling from Withers, allowing them to cast the spell while remaining behind at camp without losing its effect. |
Death Ward |
Level 4 Spell Slot |
Prevents a companion from dying by granting them an automatic success on a death-saving throw, allowing them to remain unconscious with 1 remaining HP. |
Level 4 Spell Slot |
Bestows immunity to the stunned, paralyzed, and restrained conditions. Additionally, difficult terrain like ice and grease will not impede their movement. |
|
Level 6 Spell Slot |
Enhances your party’s maximum HP and grants immunity to poisoned, diseased, and frightened conditions. Companions benefiting from this buff also gain an advantage on Wisdom saving throws. |
You can further fortify your party’s capabilities by complementing these buffs with a range of elixirs. Like the buffs outlined, elixirs persist until your next long rest and serve specific tactical purposes. For example, an elixir can amplify melee characters’ damage, enhance their jumping distance, or improve carrying capacity.


Additionally, an elixir may grant 10 extra HP along with the Blessed condition until the next long rest. By strategically combining buffs and elixirs, you can guarantee that your party is optimally equipped for any impending challenges.

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