Before leaving your camp and beginning a new day in Baldur’s Gate 3, bolstering your party with the right buffs can make a huge difference. Since the game offers several buffs that last until the next long rest, it’s wise to take advantage of them and prepare for the unknown that lies ahead.
Certain buffs can provide extra HP, improve combat efficiency, and enhance various skill check abilities. While some buffs are situational, others are worth having every time you leave the camp. The following are the best camp buffs you should have before every adventure in Baldur’s Gate 3.
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Best Camp Buffs Sorted From Early To Late Game
The table below lists the best camp buffs, organized from level 1 to level 12. While early-game provide more options, late-game buffs are some of the most powerful and essential to cast before leaving camp. Except the Death Ward spell, all other spells listed in the table last until the next long rest:
Buff Name |
Spell Slot Requirement |
Buff Effect |
---|---|---|
Level 1 Spell Slot |
Sets armor class to 13 + dexterity modifier as long as the character isn’t wearing any armor. |
|
Ritual Spell |
Increases movement speed by 3m. |
|
See Invisibility |
Level 2 Spell Slot |
Grants oneself the ability to see and possibly reveal invisible creatures or items. |
Level 2 Spell Slot |
Increases maximum HP by 5, can be upcasted using a level 6 spell slot to acquire 25 additional HP. |
|
Level 2 Spell Slot |
Grants advantage on saving throws against poison condition. |
|
Warding Bond |
Level 2 Spell Slot |
Grants a companion resistance against all damage types and increases their armor class and saving throws by +1. However, each time the warded companion takes any damage, the spellcaster also receives equal damage. You can avoid the negative consequences of the Warding Bond by acquiring a Cleric hireling from Withers and having them cast the spells instead. You can leave the hireling back at camp without losing the spell’s effect. |
Death Ward |
Level 4 Spell Slot |
Prevents a companion from dying, enabling them to automatically succeed a death-saving throw and remain unconscious with 1 HP. |
Level 4 Spell Slot |
Grants companions immunity against stunned, paralysed, and restrained conditions. Moreover, difficult terrain like ice and grease doesn’t slow them down. |
|
Level 6 Spell Slot |
Increases your party’s maximum HP and grants them immunity against poisoned, diseased, and frightened conditions. Moreover, all companions benefiting from this buff also have advantage on wisdom saving throws. |
You can further strengthen your party by combining these buffs with a variety of elixirs. Like the spells listed above, elixirs also last until the next long rest and serve specific situational purposes. For instance, an Elixir of Hill Giant Strength
or an Elixir of Cloud Giant Strength
can enhance the damage output of melee characters, improve their jumping distance, and increase carrying capacity.
Similarly, an Elixir of Heroism
grants 10 additional HP and the Blessed condition until the next long rest. By using buffs and consumables strategically, you can ensure your party is fully prepared for every challenge ahead.
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