The Throwing Barbarian pops off really early and stays a solid option all the way into the late levels.

This guide will walk you through the key steps to take along the way!

“I heard you like throwing stuff!”

BARBARIAN

Cycle through the images using the arrows for various setups depending on your playstyle preferences

STARTING ABILITY SCORES

LEVELing

No further choices to make here

KEY FEATURES

1st level: BARBARIAN

Unarmoured Defence

  • Bonus to your AC based on Constitution

    • Only works with Non-Armour gear equipped, so we will often not use any Light, Medium, Heavy Armor.

Rage

  • Starting off at Level 1, you can rage twice per long rest using a bonus action and it is only usable after combat has begun. While active, you gain:

    • Resistance against Piercing, Slashing, and Bludgeoning damage

    • 2 extra damage on melee and throwing damage

    • Advantage on strength checks and saving throws

No further choices to make here

KEY FEATURES

2nd level: BARBARIAN

Reckless Attack

  • Perform your weapon attack with advantage and also gain advantage on all of your attack rolls until your next turn

  • The drawback is that enemies will also have advantage on attack rolls against you

    • If you are worried about providing enemies with advantage, you can attack with a normal attack and only use this as a reaction in case of a miss

    • I typically prefer to just manually cast this, as advantage provides a better chance to land a critical hit

  • REALLY strong ability to have early to more reliably land hits

3rd level: BARBARIAN

1st choice to make here!

KEY FEATURES

Choose a Subclass:

Berserker

  • This subclass synergizes really well with throwing - We can now throw with our bonus action while raging!

Frenzy

  • This replaces your rage, keeping the original properties but adding in some new effects:

Enraged Throw

  • Throw items or creatures with your bonus action, possibly knocking the target prone

Frenzied Strike

  • Make a melee attack with your weapon using a bonus action

    • Causes a stacking -1 penalty to your attack rolls until your rage ends

    • I don’t find myself using this often when focusing on throwing items

    • Generally more suited for a melee focused Barbarian

4th level: BARBARIAN

1st Feat to choose here!

KEY FEATURES

Choose a Feat:

Tavern Brawler

  • Barbarian is already solid in Levels 1 thru 3, but this is the point when it really starts going crazy!

  • Your Strength Modifier will now be added TWICE to your damage AND attack rolls for unarmed and throwing attacks.

    • Not only does this add a ton of damage, but you’ll almost never miss your thrown attacks now!

  • If your ability scores are set for Strength potions, take your Constitution from 17 to 18 here.

    • If not, take your Strength from 17 to 18 here.

5th level: BARBARIAN

No further choices to make here

KEY FEATURES

Extra Attack

  • You can make an additional free attack after making an unarmed or weapon attack

    • WORKS WITH THROWING

  • Really strong power spike here. You do miss out on that 2nd attack here if you don’t attack with your Standard Action.

Fast Movement

  • Increases movement speed by 3 meters as long as you are not wearing heavy armor

6th level: rogue

No further choices to make here

KEY FEATURES

Why Rogue?

  • We aren’t really going to make use of Sneak Attack since that requires a finesse weapon, but at level 3 Rogue (level 8) we will get to pick a subclass that will greatly help us!

7th level: rogue

No further choices to make here

KEY FEATURES

Cunning Action: Dash, Disengate, and Hide

  • Grants the ability to also use the following 3 actions as Bonus Actions:

    • Dash: Doubles your movement speed

    • Disengage: Moving won’t provoke Opportunity Attacks

    • Hide: Conceal your location (grants Advantage on attack rolls)

8th level: rogue

1st Rogue choice to make here!

KEY FEATURES

Choose a Subclass:

Thief

  • This subclass synergizes really well with our strong Bonus Action attacks

Fast Hands

  • You gain an extra Bonus Action

  • Can be used every turn to do an additional “Enraged Throw

9th level: FIGHTER

1st Fighter choice to make here!

KEY FEATURES

Second Wind and Choose a Fighting Style

  • The heal isn’t very good, especially considering the potions we have access to at Level 9

  • The Fighting Styles also aren’t super beneficial for this setup

    • I’d probably go with Defence in case you end up using medium armor

    • Protection could work if you are using a shield, but it’s kind of meh

10th level: FIGHTER

No further choices to make here

KEY FEATURES

Action Surge

  • A great reason to go 2 levels into Fighter

  • Once per Short Rest you can use this and get an extra Action to use. This extra Action works with “Extra Attack” as well, giving us 2 additional Standard Attacks. This is a huge damage spike to open an encounter with or to get you out of a bind.

alternate lvl 11 + 12: druid

Alternative path to Spore Druid

KEY FEATURES

2 Levels into Druid

  • With this route, you’ll scrap the upcoming 3rd and 4th Fighter levels at Levels 11 and 12

    • Choose whatever spells you like with Druid. The real reason we’ll take it is for access to the Circle of Spores subclass (Level 2 Druid / Level 12)

    • Circle of the Spores gives us Halo of Spores and Symbiotic Entity

      • Halo of Spores lets us use a Reaction to deal 1d4 Necrotic damage. I really like having this because you can drop a potion on the ground next to you without spending any resources then use this to pop open the potion. Essentially, it’s a way to use a potion without using one of your Bonus Actions. Really handy!

      • Symbiotic Entity gives us 4 temporary Hit Points per Druid level (8 temp HP at Level 2 Druid)

        • While this is active our attacks get an extra 1d6 Necrotic damage added to them and our Halo of Spores deals 2d4 Necrotic damage instead of 1d4.

        • Other sources of temporary hit points that are higher, like the 15 temp HP from Bonespike Garb, will override the 8 but you’ll keep your Symbiotic Entity active! This means you have more wiggle room to lose HP and keep the buff!

  • REALLY fun Subclass and extra flavor you can add onto the Barbarian here

11th level: fighter

We have a choice to make here

KEY FEATURES

Choose a Subclass:

Champion

  • This subclass reduces the number you need to roll a Critical Hit by 1

    • Simple but effective

Eldritch Knight

  • This subclass gives us access to Weapon Bond and some basic spells

  • Weapon Bond is really nice if you want to throw a weapon that does not automatically return

    • However, many of the best throwing weapons already have the “returning” property

    • You could take your Fighter levels at 6 thru 8 in front of Rogue if you really want to rush to this to bind a throwing weapon that doesn’t have the “returning” property

  • For spells, really up to you and what might suit your party composition. I like Longstrider and Shield a lot

12th level: FIGHTER

We have a Feat to choose here

KEY FEATURES

Choose a Feat:

  • I’d recommend Ability Improvement, Alert, or Dual Wielder

    • 2 points into Constitution with Ability Improvement will add extra hit points and also increase our Armor Class by 1 if making use of “Unarmoured Defence.”

      • If you are not using Strength potions, allocate these 2 points into Strength instead to hit 20.

    • Alert will give us immunity to being surprised and add +5 to our initiative rolls

      • This is really strong with the base game rules as it is only a 1d4 to roll initiative

      • With the 1d20 initiative mod, this falls off a lot

    • Dual Wielder can also be nice if you want to use a weapon in the off-hand instead of a shield

      • The weapon would be used for the stats it provides, not for attacking

EQUIPMENT

KEEP AN EYE OUT FOR THESE!

Gearing Philosophy

  • I will try and keep the guides spoiler free and not dependent on having specific gear for the build to work.

  • However, I will point out a few items that synergize specifically with this build. These aren’t required but definitely are nice to have!

  • I will shy away from listing most generic items that are generally good on all setups

    • The bg3.wiki is a great source for browsing through all the items

Act 1

Ring of Flinging

  • Thrown attacks deal an 1d4 extra damage

Gloves of Uninhibited Kushigo

  • Thrown and improvised weapon attacks deal an 1d4 extra damage

Returning Pike

  • 2-handed weapon / 1d10+1 Piercing / Automatically returns when thrown

The Sparkle Hands

  • On a hit with an unarmed attack, gain 2 Lightning Charges

    • Works with throwing as well!

    • Great backup if you miss out on the Kushigo gloves

The Graceful Cloth

  • Adds +2 to Dexterity (Increase to our AC and initiative)

Act 2

Risky Ring

  • Would generally give to another teammate since our chance to hit is so high. But if no contenders for it, probably the best option due to advantage increasing our chance to critically strike

Flawed Helldusk Gloves

  • Same as Kushigo except 1d4 Fire instead of Physical

The Mighty Cloth

  • Adds +2 to Strength (Only use if NOT using Strength potions)

Lightning Jabber

  • 1-handed weapon / 1d6+1 Piercing + 1d4 Lightning

  • Similar to the Returning Pike in damage, but allows an off-hand or shield

  • Doesn’t automatically return unless you have Weapon Bond on it

Selune’s Spear of Night / Shar’s Spear of Evening

  • 1-handed weapon / 1d6+3 Piercing

  • Similar to the Returning Pike in damage, but allows an off-hand or shield

  • Doesn’t automatically return unless you have Weapon Bond on it

  • Each version has some cool secondary bonuses that can be strong

Act 3

Dwarven Thrower

  • 1-handed weapon / 1d8+3 Bludgeoning / Automatically returns when thrown

  • Deals an additional 1d8 Bludgeoning if the thrower is a Dwarf (disguising works!)

  • Deals an addition 2d8 Bludgeoning if the target is Large, Huge, or Gargantuan

  • Great for single target damage or if allies are nearby the target and you don’t want to hurt them with:

Nyrulna

  • 1-handed weapon / 1d6+3 Piercing / Automatically returns when thrown

  • Deals an additional 3d4 Thunder damage in a 6 meter AoE

    • This can hurt allies too, so I like to have another option on hand as well

  • Also grants 3 meters of extra movement speed and immunity to fall damage

  • My favorite throwing weapon!

Bonespike Garb

  • Grants you 15 temporary hit points when you Rage

  • Reduce all incoming damage by 2

  • Deal your Constitution modifier in Piercing damage to melee attackers

Helldusk Gloves

  • Adds 1d6 Fire damage to our attacks

Bhaalist Armour / Bloodthirst

  • These are great to provide vulnerability to Piercing damage, doubling that portion of our damage

  • However, I’d generally recommend a different party member wear them that is in melee range

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