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Quick recommendations
| Build | Recommended split | Best for | Key feature |
|---|---|---|---|
| Berserker thrower | Berserker 5 / Thief 4 / Champion Fighter 3 | Maximum practical throwing output | Extra Attack, Enraged Throw and an extra Bonus Action |
| Giant thrower | Giant Barbarian 6, then Thief or Fighter | Elemental weapons and self-returning throws | Giant’s Rage and Elemental Cleaver |
| Two-handed melee | Barbarian 5, then Barbarian or Fighter | Simple, durable frontline combat | Reckless Attack, Extra Attack and Great Weapon Master |
Karlach begins as a Zariel Tiefling Barbarian with the Outlander background. Before recruitment she is level 3 with 16 Strength, 13 Dexterity, 14 Constitution, 8 Intelligence, 12 Wisdom and 12 Charisma; after recruitment, she joins at level 1 with the standard Barbarian starting scores. At Barbarian level 3, her default subclass is Berserker. See the Karlach reference for her starting details.
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What makes Karlach good in multiple builds?
Karlach has two racial features that remain useful after multiclassing. Infernal Fury adds 1d4 Fire damage to her weapon and unarmed attacks while she is Raging or below 25% hit points. It is conditional, not a permanent damage bonus. Hellish Resistance gives her resistance to Fire damage.
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Barbarian supplies the foundation for every version of her. Rage is a Bonus Action that grants resistance to physical damage, Advantage on Strength checks and saving throws, and +2 damage to melee, improvised-weapon and throwing attacks at Barbarian level 1. Rage charges return after a Long Rest. She gains Reckless Attack at level 2, a subclass at level 3, Extra Attack at level 5, and feats at levels 4, 8 and 12. Level 5 also provides Fast Movement: 3 m/10 ft of additional movement while she is not wearing Heavy Armour.
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These benefits mean Karlach does not need to remain a pure Berserker to use Infernal Fury. The feature checks her Rage or hit-point condition, not her subclass.
Build 1: Berserker thrower
Recommended final split: Berserker 5 / Thief 4 / Champion Fighter 3. This is the most powerful general-purpose Karlach build when you want her to throw weapons, enemies and battlefield objects repeatedly.
Why this build works
- Berserker 5 provides Frenzy, Extra Attack, Enraged Throw and Frenzied Strike.
- Thief 3 provides Fast Hands, granting one additional Bonus Action.
- Fighter 2 provides Action Surge.
- The fourth Thief level and third Fighter level provide the finished split’s additional feat and Champion subclass.
Enraged Throw is especially valuable because it is a Bonus Action, deals additional damage and can knock its target Prone. Fast Hands lets Karlach make two Bonus Action throws—or combine throws with other Bonus Action actions—provided she has the required resources and targets.
Leveling priorities
Keep Karlach as a Barbarian through level 5 before multiclassing. Extra Attack is the essential early breakpoint. Take Tavern Brawler at the first feat opportunity, then add Strength where possible. After Barbarian 5, take at least three Rogue levels for Thief’s Fast Hands, then Fighter levels for Action Surge. The exact order after level 5 can follow your preference, but delaying Extra Attack or Fast Hands makes the build less effective during the levels when you are using it.
Tavern Brawler and Strength
Tavern Brawler adds Karlach’s Strength modifier an additional time to the attack roll and damage roll of throws, improvised weapons and unarmed attacks. It also increases Strength or Constitution by 1, up to 20. For a dedicated thrower, this is the defining feat.
Strength is therefore the priority ability. The Elixir of Hill Giant Strength sets Strength to 21 until Long Rest, while the Elixir of Cloud Giant Strength sets it to 27. Drinking another elixir replaces the current elixir effect, so these effects cannot be stacked. Relevant references: Hill Giant Strength and Cloud Giant Strength.
Best early and late throwing weapons
Returning Pike is the key early-game option. Grat the Trader sells it at the Goblin Camp, and it returns to Karlach after being thrown. There is an important equipment edge case: after the throw, it is automatically equipped in her Main Hand in melee, which can replace the weapon she had equipped there. Check her weapon after combat if you are switching between throwing and melee.
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Nyrulna is the late-game upgrade. It is a legendary +3 trident with the Thrown property that returns after being thrown and creates a 3d4 Thunder explosion in a 6 m/20 ft radius around the target. The explosion occurs when a thrown attack roll is made, even if the attack misses. Throwing Nyrulna at an empty patch of ground without making an attack roll does not trigger the explosion. Its area damage makes target positioning important: avoid catching allies in the radius.
Nyrulna does not need to be held two-handed to function as a throwing weapon. Its return effect and explosion work independently of whether it is held one-handed or two-handed. Its melee damage profile changes depending on grip, but a thrown attack is not a Great Weapon Master All In attack.
Honour Mode clarification
In Honour Mode, Tavern Brawler’s restriction is narrower than many older guides claim. Ordinary Throw attacks still receive the feat’s attack-roll and damage benefits. The Honour Mode limitation affects improvised melee attacks, and thrown creatures do not receive Tavern Brawler’s extra landing damage. For a normal weapon thrower using Returning Pike or Nyrulna, Tavern Brawler remains central.
Build 2: Giant Barbarian thrower
Patch 8 added the Barbarian’s Giant subclass. “Path of the Giant” is a common descriptive name, but Giant is the subclass label used in the game’s Barbarian data. Patch 8, released April 15, 2025, was Baldur’s Gate 3’s final major patch; the latest listed hotfix is Hotfix 36. See the Patch 8 notes for the subclass additions.
Why choose Giant?
Giant gains Giant’s Rage at subclass level 3. It increases Karlach’s size and doubles her Rage damage bonus on Throw attacks. At Barbarian level 1, Rage adds 2 damage to throws, so Giant’s Rage doubles that Rage component rather than doubling every part of the throw’s damage.
Giant’s Rage also grants Vaprak’s Greed, increasing carrying capacity by one quarter, and grants the Thaumaturgy cantrip. These are useful quality-of-life benefits, but the subclass’s combat identity is its enhanced throwing damage and oversized presentation.
At Giant Barbarian level 6, Elemental Cleaver adds 1d6 Acid, Cold, Fire, Lightning or Thunder damage to the weapon until the end of Rage. It also gives the weapon the Thrown property; when thrown, the weapon immediately returns to Karlach’s hand. This lets the subclass create its own returning elemental weapon instead of relying entirely on a special returning item.
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Suggested progression
- Take Giant at Barbarian level 3.
- Reach Barbarian level 5 for Extra Attack.
- Reach Giant Barbarian level 6 for Elemental Cleaver.
- Continue into Thief for Fast Hands or Fighter for Action Surge, depending on whether you want more Bonus Action throws or a stronger single-round action burst.
Choose Giant when you value a self-returning elemental weapon, extra Rage damage on throws and the subclass’s size and carrying-capacity benefits. Choose Berserker instead when Bonus Action Enraged Throw is the centerpiece of your turn. Giant does not replace Berserker’s Enraged Throw; the two subclasses offer different throwing advantages.
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For a conventional frontline Karlach, stay Barbarian through level 5 for Rage, Reckless Attack and Extra Attack, then either continue Barbarian or multiclass into Fighter. This version is less dependent on inventory management than a thrower and makes full use of Karlach’s ability to attack with a large melee weapon while Raging.
Great Weapon Master
Great Weapon Master has two separate effects:
- A Bonus Action melee attack after Karlach scores a Critical Hit or kills a creature.
- The toggleable All In passive, which imposes −5 to attack rolls and adds +10 damage when attacking with a proficient two-handed or versatile melee weapon wielded in both hands.
All In is a high-damage option, but the accuracy penalty matters. Turn it off against targets that are difficult to hit, then enable it when Karlach has Advantage, attack bonuses or a sufficiently high chance to connect. Reckless Attack can help provide Advantage, but it also exposes Karlach to more incoming attacks, so use it deliberately rather than automatically.
The Bonus Action attack is triggered by a melee Critical Hit or melee kill. It is not triggered by a thrown attack. Likewise, All In does not apply to ordinary throws and does not apply when Karlach is wielding the weapon one-handed.
Savage Attacker versus thrower feats
Savage Attacker rolls melee weapon damage dice twice and uses the higher result. It is a reasonable melee alternative when you do not want Great Weapon Master’s accuracy penalty, but it does not improve thrown-weapon damage in the same way as melee weapon damage. Do not select it expecting it to be a substitute for Tavern Brawler on a throwing build.
How to respec Karlach
Withers lets you change Karlach’s class and rearrange her ability scores. You can encounter him in the Dank Crypt during Act 1; afterward, he remains at camp. Respecs can be repeated whenever you can pay Withers’ gold fee. Withers does not react to failed pickpocketing, so paid gold can be stolen back if you are comfortable pickpocketing him. See Withers and Respec for the relevant mechanics.
Respec Karlach whenever you reach a meaningful breakpoint rather than waiting for a perfect final build. For example, a thrower can use Berserker 5 first, then add Thief and Fighter levels; a Giant build can respec into the subclass at level 3 and later adjust its multiclass levels. Respeccing back into the same classes and levels restores most depleted class resources, although Bardic Inspiration and War Priest Charges have additional class-order edge cases that do not normally affect these Karlach builds.
Which Karlach build should you choose?
- Choose Berserker/Thief/Fighter if you want the strongest established throwing setup, frequent Bonus Action Enraged Throws and excellent action economy.
- Choose Giant Barbarian if you want Karlach to grow larger, add elemental damage, double the Rage component of her Throw damage and make her weapon return through Elemental Cleaver.
- Choose two-handed melee if you prefer a direct frontline character built around Reckless Attack, Extra Attack and Great Weapon Master.
All three builds preserve the core reason Karlach feels powerful: Rage makes her durable and adds damage, while Infernal Fury supplies an additional 1d4 Fire damage during Rage or when she is near defeat. The main decision is whether her Bonus Actions, subclass features or heavy melee attacks should define each turn.




