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BG3 Camp Buffs and Elixirs Guide — Best Pre-Combat Stacks for Every Build

By Z. LiPublished Updated Last verified
BG3 Camp Buffs and Elixirs Guide — best stacks per class

Top Camp Buffs and Elixirs — Quick Reference

BuffSourceDurationBest For
Hill Giant Strength ElixirBrewed from Hill Giant ingredientsUntil long restSets STR to 21 — best on Tavern Brawler Monks, Throwzerkers, low-STR martials
Bloodlust ElixirBrewed in cauldron, rare ingredientsUntil long rest, consumed on killGrants extra Action on kill (one per turn) — burst-DPS builds
Cloud Giant Strength ElixirAct 3 only, rare brewUntil long restSTR 27 — late-game throw builds, Open Hand Monks
Aid Spell (Cleric 2nd-level)Cast at camp, lasts 8 hoursUntil long rest+5 max HP per party member (scales with slot)
Heroes' Feast (Cleric 6th-level)Act 2+ campaign book recipeUntil long rest+2d10 HP, immunity to fear/poison, advantage on Wis saves
LongstriderRanger/Wizard ritual spellUntil long rest+1.5m movement speed per party member
Bless (long-cast)Cleric 1st-level concentrationPer combat+1d4 to attack rolls and saves — kept up during fights
Resistance Potion / Cleric HeroismCrafted potions or scrollsPer combatPer-damage-type resistance for tough encounters

Hill Giant Strength Elixir — The Single Best Camp Buff

The Hill Giant Strength elixir sets the consumer's STR to 21 (replacing whatever STR they had — even if it's higher than 21, you'd be lowering it, but few non-Barbarians have 21+ base STR). For builds where STR drives damage and attack rolls — Tavern Brawler Monks, Throwzerkers, Eldritch Knight fighters, low-STR martials — this is the single biggest power spike available in Act 1.

Brewing recipe: at the Alchemy Pot in your camp (any character can use it), combine Mushroom Picker's Stew + Hill Giant ingredients. Hill Giant ingredients drop from Hill Giants in the Underdark, certain merchants sell them, and Withers' supply chest sometimes refreshes them. The brew creates 1 elixir per craft. You can brew 5–10 elixirs across a campaign with diligent gathering.

Strategic priority: Tavern Brawler Monk benefits the most (uses STR modifier twice — attack roll and damage), so prioritize feeding elixirs to your Monk character. Karlach as a Barbarian also benefits massively from STR 21 (rage damage scales with STR modifier). Wyll Pact of the Blade Warlocks switching to STR builds (a popular respec) become exceptionally strong with this elixir running.

Bloodlust Elixir — Burst Damage Multiplier

The Bloodlust elixir grants the consumer an extra Action on their turn each time they kill an enemy in that turn. This is the strongest damage-stacking elixir in the game — for AOE casters and Sneak Attack rogues who can chain multiple kills per turn, Bloodlust doubles or triples their damage output during burst rounds.

Best targets: Bardadin builds (slashing through groups), Eldritch Blast Warlocks (Force Bolt chain kills), Twin-Spelled Sorcerers, Open Hand Monks with Stunning Strike + Flurry of Blows chains, and any martial with Great Weapon Master who can kill enemies via the +10 damage bonus. The elixir effect is per-combat (you must take a long rest to reset it).

Brewing recipe: requires Boooal's Marrow + Salt + other rare ingredients. The recipe surfaces in Act 2 onwards. Each brew creates 1 elixir; stockpile 3–4 before major boss encounters. Note: the extra action does not chain infinitely — there's a per-turn limit. Confirmed in patch 7 that the extra action does not stack with Haste extra actions in the same turn.

Heroes' Feast — The Act 2+ Endgame Buff

Heroes' Feast is a 6th-level Cleric/Druid spell that creates a magical feast for the party. After 1 minute of consumption, every party member gains: +2d10 maximum HP, advantage on Wisdom saving throws, immunity to fear and poison effects until long rest. This is the most powerful 'always cast at camp' spell in the game once you have 6th-level slots.

You need the campaign-book recipe (found in Act 2 in Last Light Inn's library / Halsin's chest) to access Heroes' Feast in Cleric/Druid memorized spells. Once unlocked, cast it after each long rest from your full Cleric/Druid. The +2d10 max HP is exceptional — your tank gets ~12 extra HP, your squishy casters get the same, evening out party survivability.

Combination strategy: cast Heroes' Feast first (immunity to fear), then Aid (+5 HP), then Longstrider (movement), then individual elixirs. This single-camp routine gives every party member 17+ extra HP, immunity to fear, advantage on Wis saves, and +1.5m move speed. Major fights (Cazador, Raphael, Netherbrain) should always start with this stack.

Best Elixir by Class — Stack Priority

Class/RolePrimary ElixirSecondary ElixirWhy
Tavern Brawler MonkHill Giant StrengthBloodlustTB Monk uses STR mod twice on attack and damage. Hill Giant elixir = +5 to attack and damage per swing
Throwzerker / BerserkerHill Giant StrengthCloud Giant Strength (Act 3)Throw damage scales with STR mod twice with Tavern Brawler. Cloud Giant in Act 3 = STR 27
Eldritch Knight FighterHill Giant StrengthBloodlustSTR Fighter benefits from elixir; Bloodlust on action-economy multi-hit turns
Open Hand MonkCloud Giant Strength (Act 3)BloodlustUnarmed strikes scale with STR mod; Cloud Giant for STR 27 endgame setup
Sorcerer / WizardElixir of Vigilance (advantage on init)Salts of the InfernoCasters don't need STR elixirs; init advantage prevents being killed first
Cleric / DruidElixir of VigilanceResistance PotionsResistance to specific damage types stacks with Shield of Faith
Paladin (Sword/Board)Hill Giant StrengthHeroes' Feast (own cast)STR sets divine smite damage caps; Paladin can self-cast Heroes' Feast
Barbarian (Karlach)BloodlustHill Giant Strength (only if base STR <21)Karlach base STR is high; Bloodlust adds action economy on her cleave kills

Verdict: STR-based martials and TB builds prioritize Hill Giant elixirs. Casters prioritize utility elixirs (Vigilance for init, Bloodlust if they have multi-target spells like Magic Missile/Scorching Ray).

Scroll-Stacking — Beyond Elixirs

Beyond elixirs, you can pre-buff with scrolls before opening a fight. Key scrolls to stockpile: Bless (Cleric 1st), Mass Healing Word (Cleric 3rd), Aid (Cleric 2nd), Spirit Guardians (Cleric 3rd self-cast), Haste (Wizard 3rd), Bless can be sustained for 1 minute of in-fight benefit, and pre-casting in turn-based stealth mode (toggle stealth + group attack) allows your party to enter combat with 1 round of buffs already active.

Best pre-buff sequence (executed in stealth/group hide mode before triggering combat): Step 1: Longstrider all four party members (Wizard ritual). Step 2: Bless your three martials (Cleric concentration). Step 3: Shield of Faith on your tank (Cleric or Sword of Justice). Step 4: Haste on your DPS (Wizard 3rd-level — but be aware of the lethargy crash after combat). Step 5: trigger combat, drop Spirit Guardians on the Cleric, and engage.

Resistance potions (cold, fire, acid, lightning, poison, necrotic, radiant) are crafted at the camp Alchemy Pot from common materials and provide damage-type resistance for the entire combat. Stockpile 5–10 of each common type. Use Resistance to Fire vs Karlach-zone encounters and Resistance to Necrotic vs Cazador.

Best Brewable Buffs to Stockpile Across Acts

  • Hill Giant Strength Elixir (Act 1 onward): brew 3–5 for boss fights. Hill Giant ingredients drop from Hill Giants in Underdark, sometimes sold by Lann Tarv at Moonrise Towers.
  • Bloodlust Elixir (Act 2 onward): brew 2–4 for boss fights. Requires Boooal's Marrow + Salt + Rotten Eggs. Use against single-boss fights with adds (Netherbrain, Raphael).
  • Cloud Giant Strength Elixir (Act 3 only): brew 2–3 for Cazador and Netherbrain. Requires Stone Giant's Blood + rare ingredients only available in Lower City stockists.
  • Elixir of Heroism (Act 1 onward): brew 5+ for tough encounters. Grants temporary HP and immunity to fear. Easy ingredients from common merchants.
  • Elixir of Greater Healing (Act 1 onward): brew 8–10 for emergency healing. Heals 4d4+4 HP as bonus action.
  • Potion of Speed (Haste in potion form): brew 3–4 if you have Haste scrolls in inventory. Useful for non-Wizard parties.
  • Salts of the Inferno (cold resistance, fire ammo): brew 2–3 for cold-zone encounters (House of Grief, Apostle of Myrkul).
  • Potion of Resistance (per damage type): brew 5+ of each elemental type. Critical for adapting to specific encounter elements.

Pre-Major-Boss Camp Routine — Step-by-Step

SlotRecommended pickWhy / notes
1. Cast Heroes' FeastCleric/Druid (Act 2+)+2d10 max HP, fear immunity, Wis save advantage. Lasts 24 hours / until long rest.
2. Cast AidCleric 2nd-level (or higher slot for bigger HP)+5 to +10 max HP per party member depending on slot used.
3. Cast Longstrider on every party memberWizard / Ranger ritual+1.5m move speed per party member. Doesn't expire until long rest.
4. Brew Resistance PotionsMatch boss damage typeResistance to Necrotic (Cazador), Fire (Avernus), Cold (Apostle), etc.
5. Apply Hill Giant Strength to Monk/ThrowzerkerHill Giant elixirSTR 21 sets stat. Tavern Brawler Monks gain +5 to hit and damage per attack.
6. Apply Bloodlust to lead DPSBloodlust elixirExtra action on kill. Best on Sorcerer Twinned spell users or Open Hand Monks.
7. Sneak/Group Hide and pre-buffEngage stealth, then cast Bless, Shield of Faith, Haste in turn-basedPre-casted buffs let you enter combat already buffed. Engage with action surge for first-turn alpha strike.
8. Final approachClick target to trigger combatAll buffs active. Use Spirit Guardians on Cleric for the AOE aura entering melee range.

Frequently asked questions

How do I get Hill Giant Strength elixir in Act 1?

Brew them at the Alchemy Pot in camp using Hill Giant Mushroom + Mushroom Picker's Stew (combined recipe). Hill Giant Mushrooms drop from Hill Giants in the Underdark, are sometimes carried by Lann Tarv at Moonrise Towers, and can be found in chests around the Underdark and Grymforge.

Is Cloud Giant Strength better than Hill Giant Strength?

Yes — Cloud Giant sets STR to 27 (vs Hill Giant's 21). However, Cloud Giant elixir recipes only become available in Act 3 from select merchants (e.g., Auntie Ethel's stash, Tiefling alchemist in Lower City). Cloud Giant Strength is the late-game upgrade for Throwzerkers and Tavern Brawler builds.

Can I stack Bless from multiple casters?

No — Bless is a concentration spell. Each Cleric can only have one Bless active at a time. However, Heroes' Feast is not concentration and stacks freely. Spirit Guardians and other AOE auras also stack with Bless from separate casters. The key insight is that Bless covers up to 3 targets per concentration, so you choose the 3 most important attack-rollers.

Does Hill Giant Strength override my existing STR?

Yes — Hill Giant Strength sets STR to 21 (replacing your current STR). If your character has 22 STR (e.g., a Barbarian with Hag Hair), the elixir would lower their STR to 21. Don't drink Hill Giant elixirs on characters with already-high STR. The exception: Tavern Brawler Monks/Throwzerkers benefit even from 21 because TB doubles their STR modifier on both attack and damage.

What's the most efficient camp buff routine for a 4-person party?

After each long rest: (1) Heroes' Feast from Cleric (6th-level slot), (2) Aid from Cleric (2nd-level, +5 HP each), (3) Longstrider from Wizard or Ranger ritual, (4) any active concentration buffs (Bless, Spirit Guardians) ready to deploy at combat start. Stockpile 5–10 of each resistance potion. Apply Hill Giant Strength to your Monk before each major encounter. This routine takes 2–3 minutes of camp time and adds 15–20 HP per party member.

Are scrolls of Aid as good as Aid spell from a Cleric?

Yes — scroll of Aid functions identically. If your party doesn't have a Cleric or your Cleric doesn't memorize Aid, scrolls of Aid (sold by merchants throughout the campaign) are a valid substitute. The same applies to Bless scrolls (sold widely), Heroes' Feast scrolls (rare, Act 3 only), and Resistance Potions (brewed at camp). Stockpile scrolls in your inventory to compensate for missing spell preparations.

What buffs work in Honour Mode?

All elixirs and most camp buffs work in Honour Mode. Heroes' Feast specifically is mandatory for Honour Mode tankier party comps — the fear immunity and +2d10 HP turn the tide on legendary boss fights (Raphael's Crown of Madness, Netherbrain mind-blast). Long-rest spam in Honour Mode is limited by Camp Supply Packs, so prioritize one-rest-per-tough-fight routines with all the buffs stacked, rather than resting between every encounter.

Do camp buffs apply to summons (familiars, spiritual weapon, etc.)?

Most camp buffs don't apply to summons because summons aren't counted as party members for Heroes' Feast or Aid targets. Spiritual Weapon attacks use the Cleric's spell attack bonus, so any caster-level buffs (like Bless on the Cleric) apply indirectly. Familiar AC and HP are static per spell entry. Plan around this — summon-heavy party comps benefit less from camp HP-boosting buffs.

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