Baldur's Gate 3 is full of ambivalence, skullduggery and villainy but the affable Karlach is the perfect antidote so to brighten up your party we have our Karlach companion guide with her location, build, equipment and choices explained.

Advertisement

We highly recommend you check out our overall build guide too so you can have a well-rounded party that pulls no punches.

Love gaming? Listen to our podcast, One More Life!

As a companion, Karlach can be romanced too and we wouldn't blame you if you fall for her Golden Retriever energy.

If you feel like you're not looking your best self to ask Karlach out, check out how to change your appearance in Baldur's Gate 3 too.

But we implore you to read on as Karlach is out there in the wild just waiting to become an overpowered force of nature as a member of your party!

Where to find Karlach in Baldur's Gate 3

Karlach can be found along the river below the Toll House which is at the end of the Risen Road, just beyond the Blighted Village.

You need to cross over a fallen tree and she will be sat atop a rock engulfed in flames.

You can also talk to a Paladin called Anders in The Toll House, who will tell you exactly where she is as he wants her dead.

If you kill Anders and his band of not-so-merry folks, you can recruit Karlach to your party and she acts as a good replacement for Lae’zel as Karlach has a more well-rounded build.

Read more on Baldur's Gate 3:

Karlach build advice in Baldur's Gate 3

Karlach is a Zariel Tiefling – a race many in Faerûn are superstitious and wary of due to the stereotypes that they are violent demons. What Tieflings actually are is extremely strong and adaptable, making them a great addition to your party.

Zariel Tieflings have the following Racial Features:

  • Base Racial speed – 9m
  • Darkvision – Can see in the dark up to 12m
  • Hellish Resistance – Resistance to fire damage, takes only half damage from fire
  • Thaumaturgy Cantrip – Gain Advantage on Intimidation and Performance Checks
  • Smearing Smite – 1st Level Spell
  • Branding Smite – 2nd Level Spell

Karlach Class and Subclass

Karlach is a Barbarian and when choosing a subclass we recommend choosing the Berserker, which unlocks the following abilities:

Level 3

  • Frenzy – Your Rage turns into a Frenzy! You gain the following two as a Bonus action and you can also make an Improvised Weapon Attack as a bonus action
  • Frenzied Strike – Make another weapon attack using a bonus action
  • Enraged Throw – Pick up an item or a creature and throw it at a target, dealing additional damage and knocking it Prone

Level 6

  • Mindless Rage – While Frenzied, you can't be Charmed or Frightened, and Calm Emotions no longer ends your rage.

Level 10

  • Intimidating Presence – Menace an enemy and instil a terrible Fear within them. If the target resists the effect, it can't be targeted again until after a Long Rest. On subsequent turns, you can use Maintain Intimidating Presence to prolong the target's fear.

All these go a long way to making Karlach a force to be reckoned with on the battlefield

Best skills for Karlach

When choosing skills for Karlach, we think it's best to focus on Athletics and Survival.

Athletics is a Strength skill and will greatly improve Karlach's melee combat, jumping, swimming and grappling. With Frenzied Throw, grappling is very useful as you can even throw lighter members in your party to where they need to be.

Survival is a Wisdom skill and improves Karlach's constitution making her more resilient in combat as she can soak up damage as she dishes out the hurt.

It will also help with hunting, scouting out areas, navigating dangerous terrain and following tracks.

Best Ability Score for Karlach

  • Strength – 16 (assign 2)
  • Dexterity – 14
  • Constitution – 16 (assign 1)
  • Intelligence – 8
  • Wisdom – 12
  • Charisma – 8

Assigning 2 to Strength will give Karlach the oomph she needs to demolish all but the fiercest of foes and popping an extra point on Constitution will mean that she won't be annihilated herself.

A high Dexterity score also improves Karlach's initiative meaning she can often gain the first strike which can often be the deciding factor in a battle.

It also improves her Armour Class rating which further improves Karlach's chances of not getting downed in combat.

To improve Karlach’s build, we reckon that at Level 4, opting for Ability Improvement and giving +1 to her Strength and Dexterity is the best way to improve her prowess on the battlefield.

Alternatively, you can go for the Great Weapons Master feat, which increases her Damage output by up to 10, but at the cost of her Attack Rolls for a high-risk high-reward build. You can always turn it off, though, if you don’t want to take the chance on a particular attack.

As we progress through the game, we’ll have more tips and tricks for Karlach, so check back often!

Best level progression for Karlach in Baldur's Gate 3

Below is what we think gives players the best Karlach build at each level, all the way to the max level.

Level 1

  • Unarmored Defense – While not wearing armour, you add your Constitution Modifier (to your Dexterity) to your Armour Class. You can use a shield and still gain this benefit. Wearing Heavy Amour impedes your Rage
  • Rage – While Raging, you are stronger, and you deal extra damage with melee and improvised weapons, and when throwing objects. You have Resistance to physical damage, and Advantage on Strength Checks and Saving Throws (Duration: 10 turns)

If you don't plan on using armour, Unarmored Defense means you can use some pretty wacky combos with clothes that have the Wrath status. When combined, you will have an unbelievable range of movement, high damage output and resilience.

Level 2

  • Reckless Attack – Until your next turn, you have Advantage on Attack Rolls, but enemies also have Advantage against you. With Advantage, you gain two dice rolls
  • Dangerous Sense – You sense when things aren't as they should be. You have Advantage on Dexterity Saving Throws against traps, spells, and surfaces. To gain this benefit, you can't be Blinded or Incapacitated (passive)

Level 3

Choose the Beserker Subclass and unlock the following:

  • Frenzy – Your Rage turns into a Frenzy! You gain the following two as a Bonus action and you can also make an Improvised Weapon Attack as a bonus action
  • Frenzied Strike – Make another weapon attack using a bonus action
  • Enraged Throw – Pick up an item or a creature and throw it at a target, dealing additional damage and knocking it Prone

As a Zariel Tiefling, Karlach will also unlock:

  • Searing Smite – Deal an extra 1~6 Fire Damage and set your target on fire: It takes 1~6 Fire damage every turn

As a Berserker, you are going to want to make good use of your Frenzy abilities. Make sure to enable Frenzy on your first turn and start dishing out damage or taking hits to keep the effect continuing. On your second turn you will be able to dish out two attacks.

More like this

Enraged Throw also lets Karlach pick up certain enemies and launch them into chasms or other foes. The thrown fellow can go prone and leave the target Stunned buying you and your party breathing space.

You can of course use weapons like spears, daggers or object lying around to Stun enemies as well.

Level 4

Choose the Ability Improvements Feat and pop the two points into Strength to bring it up to 18 which further improves Karlach's might and prowess.

Level 5

  • Extra Attack – Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
  • Fast Movement – Movement speed increases by 3m while not wearing Heavy Armour.

Karlach being a Zariel Tiefling will also unlock:

  • Branding Smite – Possibly marks your target with light, preventing it from turning Invisible

With improved speed and additional attacks as well as any Advtange gains, Karlach will make quick work of a lot of enemies before anyone else in your party even gets a chance to lay a finger on them.

These abilities can be bolstered further by using a Potion of Speed. Imagine Sonic the Hedgehog but bloodthirsty and a score to settle with a Demon.

Level 6

As a Berserker Barbarian, Karlach will gain the following:

  • Mindless Rage – While Frenzied, you can't be Charmed or Frightened, and Calm Emotions no longer ends your rage.

Level 7

  • Feral Instinct – You have honed your instincts to the utmost degree. You gain a +3 bonus to Initiative and can't be Surprised.

This means that Karlach will almost certainly always have the first move in combat and allow you to do some crowd control by stunning or killing enemies to give your other party members a chance.

Level 8

At Level 8 we suggest you take the Great Weapon Masters feat which grants you the following.

  • When you land a Critical Hit or kill a target with a melee weapon attack, you can make another melee weapon attack as a bonus action that turn.
  • Attacks with Heavy melee weapons you are Proficient with, can deal an additional 10 damage at the cost of a -5 Attack Roll penalty. (You can toggle this on and off.)

It's a bit of a gamble having a -5 Attack Roll penalty but the +10 Melee Damage Bonus makes it worth it. If you are up against a big boss and don't want to risk it, you can turn it off.

As you have so many moves in one turn, the likelihood of getting a critical hit is quite high so the odds are more stacked in your favour.

Level 9

Level 9 is fairly simple as Karlach will only gain the following:

  • Brutal Critical – You've trained to strike swift and true. When you land a Critical Hit, you roll an extra damage die as well as the normal additional critical dice.

Level 10

Another straightforward Level as Karlach just receives:

  • Intimidating Presence – Menace an enemy and instil a terrible Fear within them. If the target resists the effect, it can't be targeted again until after a Long Rest. On subsequent turns, you can use Maintain Intimidating Presence to prolong the target's fear.

Level 11

Here is where we are going to diverge somewhat as Karlach is about to enter the funky world of multi-classing.

Before that, Karlach will receive the following:

  • Relentless Rage – Once per Short Rest, if you drop to 0 hit point while Enraged, you regain 1 hit points instead of being Downed.

For Level 11, choose the Fighter as your multi-class as it will unlock Action Surge at Fighter Level 2. More on that later.

As a Level 1 Fighter, you gain the following:

  • Great Weapon Fighting – When you roll a 1 or 2 on a damage die for an attack with a two-handed melee weapon, that die is rerolled once (passive)
  • Second Wind – Draw on your stamina to heal yourself (Once per Short Rest)

Both of these are nice to have, but won't make a huge difference.

Level 12

Here is when we get to the good stuff. Progressing to Fighter Level 2, we unlock:

  • Action Surge – Immediately gain an extra action to use this turn.

An extra turn is pretty self-explanatory and it's absolutely lethal when you take into consideration all of the other abilities that get us an extra attack too. If the dice roll your way, you can get up to 7 attacks in one turn which can really help turn the tide when battling endgame bosses.

Best equipment and weapons for Karlach in Baldur's Gate 3

Below we have two selections of equipment and weapons for Karlach in BG3, one for the early game and another for the endgame.

Karlach early game equipment and weapons

  • Head – Haste Helm (Smooth Start: At the start of combat, the wearer gains Momentum for 3 turns)
  • Gloves – Bracers of Defence (Become the Bulwark: You gain a +2 bonus to Armour Class as long as you are not wearing armour or holding a shield)
  • Boots – Linebreaker Boots (Adrenaline Rush: Once per turn, when you Dash you gain Wrath for 2 turns. Athletics +1)
  • Chest – Bloodguzzler Garb (Grievous Retribution: When an enemy damages the wearer, they gain Wrath for 1 Turn.)
  • Necklace – Amulet of Misty Step (allows you to teleport to a visible location and is great to get out of danger or to a party member who needs healing), available to buy from Omeluum in the Myconid Colony.
  • Ring – Crusher's Ring (Gives you +3m movement speed). Can be looted from Novice Crusher in the Goblin Camp.
  • Ring – Caustic Band (Malefic Excretion: Your weapon attacks also deal 2 Acid damage.), available from Derryth in the Myconid colony in the Underdark.
  • Weapon (Main hand)Everburn Blade (3~16 damage with +1d4 Fire Damage) Can be looted from Commander Zhalk aboard the Nautiloid ship
  • Weapon (Ranged) – Titanstring Bow (Titan Weapon: This weapon deals additional damage equal to your Strength Modifier. 2- 9 Damage. Weapon Enchantment +1), can be purchased from Brem in the Zhentarim Hideout after completing the Missing Shipment or Lann Tarv in the Moonrise Towers.

Karlach late game equipment and weapons

  • Head – Bonespike Helmet (Fury in the Marrow: When you Rage, hostile creatures in a 3m radius must succeed Wisdom Saving Throw to take 2~8 Psychic damage. The targets receive half damage on a save. Intimidation +2. Menacing Attack) Can be purchased from Voiceless Pentinent Bareki in the Lower City Sewers in Baldur's Gate.
  • Gloves – Gauntlets of Hill Giant Strength (Strength Saving Throws +1. Increases the wearer's Strength to 23) Can be found in the Archive of the House of Hope
  • Cape – Cindermoth Cloak (Flaming Shroud: A creature that damages the wearer within 2m receives Burning) Can be looted from Aelis Siryasius in the Lower City Sewers
  • Boots – Helldusk Boots (Steadfast: You cannot be forcibly moved by a foe's spells or actions, and you ignore the effects of Difficult Terrain. Infernal Evasion: When you fail a Saving Throw, you may use your reaction to succeed instead. Unlocks Hellcrawler: Teleport to an area and deal 2~16 Fire damage where you land. The impact blast spreads in a 3m zone) Found in Lord Envers chest in Wyrm's Rock Fortress
  • Chest – Bonespike Garb (Slabjaw Determination: You gain 15 temporary hit points whenever you Rage. Exoskeletal Endurance: Reduce all incoming damage by 2. When the wearer is struck by a melee attack, the attacker takes 2 Piercing damage) Sold by Exxvikyap at The Rivington General
  • Necklace – Amulet of Misty Step (allows you to teleport to a visible location and is great to get out of danger or to a party member who needs healing), available to buy from Omeluum in the Myconid Colony.
  • Ring – Killer's Sweetheart (Executioner: When you kill a creature, your next Attack Roll will be a Critical Hit. Once spent, this effect refreshes after a Long Rest) Can be looted from your mirror in the Self-Same Trial as part of the Gauntlet of Shar in Act 2.
  • Ring – Ring of Regeneration (At the beginning of your turn, the ring activates and heals you 1∼4 hit points) Can be purchased from Rolan or Lorroakan's Projection
  • Weapon (Main hand) – Balduran's Giantslayer (Giantslayer: On a hit, double the damage from your Strength Modifier. This weapon grants you Advantage on Attack Rolls against Large, Huge, or Gargantuan creatures. Weapon Enchantment +3. Giant Form: Grow to a fearsome size. Your weapons deal an additional 1d6 damage and you gain 27 temporary hit points and Advantage on Strength Checks and Saving throws. ) Can be looted from Ansur in the secret Dragon's Sanctum in Wyrm Rock Prison.
  • Weapon (Ranged) – Fabricated Arbalest (3~12 Damage. Weapon Enchant +2 Illuminating Shot. Dazzling Ray) can be looted from Enver Gortash in Wyrm's Rock Fortress

Big Karlach choices explained

From the offset, you can decide that you don’t want to associate with Karlach and just kill her there and then, siding with Anders or Wyll.

If you want to go for an evil playthrough, Karlach won’t abide by it and will leave the party and potentially attack you if you raid the Druid’s Grove.

There’s also the question of the Infernal Engine in her heart. It gives her immense power, but she can burn those that touch her to a crisp as it becomes increasingly unstable.

You need to find some Infernal Iron and bring it to Dammon in the Druid’s Grove during Act One and he can help repair it, but not fix it entirely. He tells you to catch up with him again closer to Baldur’s Gate.

You can find him in the Last Light Inn at the end of Act Two, and you can give him another piece of Infernal Iron to fully restore the Infernal Machine. This will allow Karlach to have physical contact again, paving the way for continuing your player's relationship with her if you choose to do so.

You will also meet the person who sold her into the service of the Devil that she used to work for, and you can opt to dispatch him if you so please.

Listen to our One More Life podcast, subscribe to our free newsletter and follow us on Twitter for all the latest gaming intel.

Looking for something to watch? Check out our TV Guide or Streaming Guide.

Advertisement

Try Radio Times magazine today and get 10 issues for only £10 – subscribe now. For more from the biggest stars in TV, listen to The Radio Times Podcast.

Advertisement
Advertisement
Advertisement