Gale is the resident wizard in Baldur’s Gate 3, who is on a mission to heal his body. This wizard can manipulate elements, summon armies from the underworld, and even heal his allies when the need arises.
Gale is one of the most important characters for your party in Baldur’s Gate 3. He can hit enemies from afar, grant passive boosts to the rest of the party, and wreak havoc on the battlefield with Fireball.
For this purpose, we will tell you how to craft the Best Gale build in Baldur’s Gate 3. Before that, you must find and recruit Gale first. Let us help you with the whole process.
How to Recruit Gale in Baldur’s Gate 3
Gale can be recruited as early as you reach the shore after the Nautiloid Crash. Go north and you will notice a strange purple sigil on a rock at (X: 225, Y: 325).
As soon as you approach the sigil, a hand will come out of it, and the person inside will ask for your help. You must pass a couple of Strength checks here to pull him out.
We recommend that you make a quick save in case you fail with the checks, as this will make Gale go inside the portal, and he won’t be available until Act 2. This will be a major loss because Gale is the resident magician and spell powerhouse of the team.
Talk to Gale once he is out of the sigil, and he will recognize you from aboard Nautiloid. He will immediately join your team without any further discussions.
Level 1 Selections for Gale Build

Upon recruiting Gale, you will be able to access his character upgrade screen. He is an origin character, which means you can’t change his race or background. However, you can change his class and skill points at will.
Race: Human
Background: Sage
Class: Wizard
As a wizard, you get three cantrips as a starting bonus.
Booming Blade: Hit your enemies with the weapon, and they will receive 1-8 Thunder damage when they try to move on their turn.
Bone Chill: Deals 1d8 Necrotic damage to enemies, and undead enemies receive a disadvantage on their attack rolls.
Shocking Grasp: Deals 1d8 Lightning damage to the enemies. They can’t react to this spell.
You can also select six spells at this point. We recommend the following ones.
Shield: Increases your Armor Class by 5 when you are about to be hit by an enemy attack. It also makes you immune to the Magic Missile.
Magic Missile: Deals 3d4 + 3 force damage to the enemies with three projectiles.
Find Familiar: Summon a fey that takes the shape of your favorite beast.
Longstrider: Increases the movement speed by 3m.
Ice Knife: Summons a shard of ice that deals 1d10 piercing + 2d6 cold damage.
Chromatic Orb: Deals 3d8 Thunder damage to the enemies and creates a surface.
Skill Points: Strength 8, Dexterity 15+1, Constitution 14, Intelligence 14+2, Wisdom 10, Charisma 10.
With the selections mentioned above, you will get the following proficiencies.
Weapons: Daggers, Sickles, Shortswords, Rapiers, Scimitars, and Longswords.
Armor: Light Armor, Shields.
Skills: Arcana, History, Insight, Investigation, Religion, Medicine.
Level 2 Selections for Gale Build

Upon reaching level 2, your HP increases to 14 from 8. At this point, you can also select the subclass for your wizard.
Subclass: Bladesinging
This will give you access to a class action called Bladesong.
Bladesong: You gain a +2 bonus to your Armor Class, and your movement speed increases by 3m. It also gives you a +2 bonus to Constitution Saving Throws and an advantage to Acrobatics.
You will also get the following subclass feature.
Training in War and Song: Grants you proficiency with Light Armor.
For the Bladesinger Weapon, select Rapiers.
At this point, you will also get to learn two more spells.
Mage Armor: Increases your Armor Class to 13 + Dexterity modifier if you are not wearing any armor.
Grease: Makes the surface greasy, making enemies fall off balance.
You can also prepare five spells at this point. We recommend Mage Armor, Find Familiar, Magic Missile, Shield, and Thunderwave.
Level 3 Selections for Gale Build

Upon reaching level 3, your HP will increase to 20 from 14. At this point, you can now select 2 level 2 spells. Our recommendations are.
Misty Step: Allows you to teleport to a place you can see.
Scorching Ray: Deals 6d6 fire damage to the enemies.
Level 4 Selections for Gale Build

At level 4, your HP will increase from 20 to 26. You will also gain access to your first Feat at this point.
Cantrip: Fire Bolt. Deals 1d10 fire damage to the enemies.
You can also select two more spells at this point.
Cloud of Daggers: Deals 4d4 slashing damage to anyone inside the cloud of 4 daggers.
Shadow Blade: Summons a shadow blade in your hand that deals 2-16 psychic damage to the enemies. Also, prepare this spell.
Feat: Ability Improvement. Invest both points in Intelligence to increase it to 18.
Level 5 Selections for Gale Build

As soon as you reach level 5, your HP will increase to 32 from 26. At this point, level 3 spells will also become available. We recommend selecting the following two.
Fireball: Deals 8d6 fire damage to the enemies. It explodes on impact and hurts any enemy in the vicinity.
Lightning Bolt: Deals 8d6 Lightning Damage to the enemies. They still take half damage upon a successful save.
Make sure that you prepare both spells before proceeding.
Level 6 Selections for Gale Build

At level 6, your HP will increase to 38 from 32. You will also gain the following subclass feature.
Extra Attack: Allows you to make an extra attack after making an unarmed attack or a melee one.
You can also get two more spells at this point.
Glyph of Warding: Inscribe arcane glyphs on the ground. A certain magic effect will trigger once an enemy steps on it.
Counterspell: Allows you to counter a spell by the enemy of the same level or below.
Make sure to prepare Counterspell before proceeding further.
Level 7 Selections for Gale Build

Upon reaching level 7, your HP will increase to 44 from 38. Level 4 spells also unlock at this point. Our recommendation for the next two spells is.
Ice Storm: Deals 2d8 bludgeoning + 4d6 ice damage to the enemies. On save, enemies still take half damage.
Conjure Minor Elemental: Conjures a minor elemental to fight alongside you.
Prepare the Ice Storm before proceeding further.
Level 8 Selections for Gale Build

At level 8, your HP will increase to 50 from 44. You can learn two more spells at this point. Our recommendations are.
Greater Invisibility: Turns a creature invisible. Attacks against it have disadvantages, while it has an advantage when attacking.
Confusion: Confuse enemies who will miss their turns, attack at random, or sometimes flee the battlefield.
Prepare Conjure Minor Elemental spell. A new Feat slot also unlocks. We recommend the following one.
Ability Improvement: Invest both points in Intelligence to increase it to 20.
Level 9 Selections for Gale Build

As soon as you reach level 9, your HP will increase to 56 from 50. Level 5 spells unlock, and you can learn two new spells. Our recommendations are.
Cone of Cold: Deals 8d8 cold damage to the enemies. On save, enemies still take half the damage.
Conjure Elemental: Conjures an elemental that will follow and fight for you.
Prepare both spells before moving forward.
Level 10 Selections for Gale Build

Upon reaching level 10, your HP will increase to 62 from 56. A new subclass feature is also unlocked.
Song of Defense: Upon taking damage during Bladesong, you can spend one spell slot to subtract 5 points of damage per slot.
You can also learn a new cantrip at this point.
Bursting Sinew: Deals 2d10 piercing damage to the enemies.
You can also learn two additional spells. Our recommendations are.
Hold Monster: Paralyze a creature. It can’t act, react, or move. Any attack from within 3m is always a critical hit.
Cloudkill: Summons a poison cloud that deals 5d8 poison damage each turn. You can also reposition the cloud every turn.
Level 11 Selections for Gale Build

Upon reaching level 11, your HP will increase to 70 from 62. This is the time to add another class to make the best multiclass build for Gale in Baldur’s Gate 3.
We recommend using the Paladin Class because the Paladin gets Smite at level 2, which can be upcast by using Wizard spell slots. This will massively increase your attack power.
Class: Paladin
Subclass: Oath of the Crown
For this subclass, you will get the following class action.
Righteous Clarity: Target yourself or your allies to add their proficiency bonus to their attack rolls.
Level 12 Selections for Gale Build

Upon reaching level 12, your HP will increase to 78 from 72, and your Paladin will be level 2.
For Fighting Style, select Defense to increase your Armor Class by 1.
Select the following two spells.
Thunderous Smite: Deals 1d8 + 3 Piercing plus 2d6 Thunder damage. Pushes the enemy away 3m and makes them prone.
Searing Smite: Deals 1d8 + 3 piercing plus 1d6 fire damage. The enemy takes fire damage for the next 10 turns.
The selections for each level of the Gale build are complete at this point. We will now be moving towards the gear, accessories, and weapon selection.
Best Gears and Accessories for Gale Build

Head: Hood of the Weave. Grants you a +2 bonus towards spell save DC and spell attack rolls.
Armor: Robe of the Weave. It provides +2 Armor Class. You also get a +1 Bonus to spell save DC and spell attack rolls. If you dodge a magic attack, you regain 1-6 HP.
Cloak: Cloak of Protection. Increases your Armor Class and Saving Throws by 1.
Gloves: Bracers of Defense. Grants a +2 bonus to your armor class as long as you are not wearing armor or holding a shield.
Boots: Evasive Shoes. Increases your Armor Class and Acrobatics by 1.
Rings: Killer’s Sweetheart (upon killing a creature, your next attack roll is always a critical hit. Can be used once per long rest), Ring of Protection (increases Armor Class and Saving Throws by 1).
Amulet: Amulet of Greater Health. Increases the Constitution of its wearer to 23.
Best Weapon for Gale Build in BG3

For this build, we will be using Duelist’s Prerogative. This is a Legendary weapon and has the following properties.
- Deals 10-20 damage
- +3 weapon enchantment
- With an empty off-hand, you land a critical hit with an attack roll of 19. You will also get an extra reaction that turn.
- On a hit with the melee weapon, you deal additional necrotic damage equal to your proficiency bonus.