This guide focuses on the essential aspects of a Lockadin build in Baldur’s Gate 3 (BG3) and how to use those powers to your advantage.
The Lockadin Build in Baldur’s Gate 3 allows you to play a class with the ability to cast magic and use melee weapons. Moreover, this build also allows us to use some of the most powerfull spells and cantrips, including the most powerful cantrip, Eldritch Blast. As you can get this cantrip straight away with Warlock, but we will start with Paladin first to gain both melee and magic options for our build. Moreover, choosing the Paladin class first and leveling it up will let us gain the Extra Attack, increasing our attacks per turn for more damage. Aiming to utilize both your actions and bonus actions at every turn will allow you to deal potential damage.
With our Lockadin Build in Baldur’s Gate 3, we will guide you in picking the best classes/subclasses, the ability score, complete level progression, the best companions to pick, weapons, armor, and consumables.
This build page has been updated for the patch 7 version of Baldur’s Gate 3.
Everything About the Lockadin in Baldur’s Gate 3
This build is a balance spellcaster with melee damage potential. You gain all the utility of the Paladin and Warlock and can play melee or range. With the melee and spellcasting ability of Paladin, you will have a great flexibility in the early game. You can use both simple and martial weapons to deal damage to enemies and utilize the spells to control the battlefield and buff allies. We will be attaining a lot of spells with buff stats which will strengthen your weapon attacks and grant advantage to your allies on Attack Rolls. Moreover, you can also heal and increase their maximum health. So, overall you will be playing a perfect balanced class. Later on, as we multiclass into Warlock, we will gain more powerful spells allowing us to deal potential damage.
However, due to flexibility, you have to rely on using spells to gain buffs for your attacks and magic. You cannot focus on one type of playstyle. Moreover, this build starts slow but it becomes better as we multiclass into Warlock and gain new spells.
Lockadin Build Pros | Lockadin Build Pros |
---|---|
Flexible | Not full Caster or Melee |
Melee Burst | Starts Slow |
Utility Spells | Spell Slot Starved |
Features and Mechanics of Lockadin
The following list presents all the essential Tactician Build Lockadin Mechanics and Features in Baldur’s Gate 3:
- Class: Paladin and Warlock
- Subclass: Oath of the Ancients and The Great Old One
- Background: Entertainer
- Skills: Athletics and Persuasion
- Ability Score
- Strength: 8
- Dexterity: 16
- Constitution: 14
- Intelligence: 8
- Wisdom: 10
- Charisma: 17
- Saving Throw: Charisma and Dexterity
- Armour Proficiency: Light Armour, Medium Armour, Heavy Armour, and Shield
- Weapon Proficiency: Simple Weapons and Martial Weapons
Related:
How to Play Lockadin
Lockadin is one of the best user friendly build with several utility spells allowing you to buff you attacks and support/buff your allies. Due to its flexibility, you will not feel bound to a certain playstyle. You can choose to utilize your strong weapons to deal potential damage. On the other hand, you can utilize the utility spells to stealth around the situations. Like commanding and controlling enemies, turning yourself invisible, and more. Moreover, with the power of Eldritch Blast in your hand at Level 7, you will be able to cast it two times in a turn. Eldritch Blast deals extensive damage and it will help you greatly in the end-game.
Below are some general tips on how to play the best Lockadin build in BG3:
- Loot Everything: You will need a lot of gold to buy consumables, potions, and ammunition so loot and sell constantly.
- Crafting: Elixirs and potions are vital, and you need to purchase materials when trading for crafting.
- Reach Level 6: Spend the early part of the game completing every quest to reach level 6 where your power dramatically increases.
- Sell Often: Your carrying capacity will be limited so sell often, and store excessive items in your traveler’s chest.
- Stealth: Start combat in stealth if at all possible to trigger the Surprise status effect.
- Consider Illithid Powers: While it can come with an altered appearance, the powers are powerful and can help you.
- Oils + Elixiris: Combine both oils/coatings and Elixir during combat for a dual benefit.
- Persuasion: Try to avoid combat through dialogue if possible.
Character Creation
Race Choice for Lockadin
Half-Orc is the best choice for Lockadin Build because it gives Savage Attacks, Darkvision, and Relentless Endurance in BG3. A secondary choice is Wood Half-Elf who receives shield proficiency, Darkvision, and faster movement speed. We highly suggest taking the Half-Orc due to the Savage Attacks and Relentless Endurance passive features. The Savage Attacks allows you to deal an extra dice of weapon damage on Critical Hit and the Relentless Endurance gains you 1 hit point on reaching 0 hit points.
Half-Orc | Wood Half-Elf |
---|---|
Darkvision | Darkvision |
Savage Attacks | Shield Proficiency |
Relentless Endurance | High Movement |
Lockadin Classes and Subclasses
- Start with the Paladin class and select the Oath of the Ancients subclass. This gives you good spell casting within a couple of levels and extra utility with a bonus action heal. Swap out of Paladin after 6 levels where you have little to gain.
- Multiclass into Warlock and then select then The Great Old One subclass. This class is used for the Eldritch Blast and Hex combo and other spells giving you range and flexibility with spell slots. Warlock spell slots come back on short rest and the EB is a cantrip giving you damage potential in melee or in range
The Oath of Ancients subclass is the great Paladin subclass in Baldur’s Gate 3 because it offers powerful damage abilities, great healing, and emphasis on controlling the undead. It is the perfect subclass for combining with Warlock to make the best Lockadin Build in Baldur’s Gate 3.
Recommended Background and Skills for Lockadin
Entertainer is the Best background for the Best Baldur’s Gate 3 Lockadin Build. This choice mostly influences roleplaying and dialogue options aspects and allows you to create unique characters when playing the Lockadin Build. Additional choices are:
- Entertainer: Proficiency in Acrobatics (dexterity) and Performance(charisma). You live to sway and subvert your audience, engaging common crowds and high society alike.
- Charlatan: Proficiency in Deception (charisma) and Sleight of Hand (dexterity). You’re an expert in manipulation, prone to exaggeration, and more than happy to profit from it. A Charlatan companion is Astarion.
- Guild Artisan: Proficiency in Insight (wisdom) and Persuasion(charisma). Your skill in a particular craft has earned you membership in a mercantile guild, offering privileges and protection while engaging in your art.
Athletics and Persuasion are the best skills for the Best Baldur’s Gate 3 Cold Build because they complement your class abilities and enhance your effectiveness in various situations. In Baldur’s Gate 3, skills represent the abilities and proficiencies of your character that allow them to perform various actions and interact with the game world. Skills are associated with specific attributes and are used to determine the success or effectiveness of certain actions or abilities. They can be edited during character creation or with companions, during respec or reroll screen.
Here are the skills for Best Baldur’s Gate 3 Lockadin Build.
- Athletics – Strength skill that represents the character’s physical strength and athletic abilities.
- Persuasion – Charisma Skill used entirely for dialogue Ability Checks.
Ability Score
The Best Ability Score for Lockadin Build is 17 Charisma, 16 Dexterity, and 14 Constitution. Charisma is your spell-casting modifier; the more you have, the greater damage and the better chance to hit a target. Dexterity helps with Armour Class, boosting the chance of not being hit. Lastly, the Constitution is needed for a high health pool.
This guide assumes you’ll use Elixir of Hill Giant Strength or Hill Giant Gloves in Act 3. This allows you to have 20 Strength and increase your overall charisma giving you incredible effectiveness in melee or in spellcasting. Alternatively, you can forgo other stats like Dexterity to have high strength. Lower Dex means lower initiative and the inability to use other armor sets effectively outside of heavy.
Below is the best ability score for a Lockadin Build in Baldur’s Gate 3:
- Strength – 8
- Dexterity – 16
- Constitution – 14
- Intelligence – 8
- Wisdom – 10
- Charisma – 17
You can increase your ability score via a quest in Act 1, Act 2, and Act 3. Make sure to check out our Permanent bonus guide on how you can boost your ability score through quests.
Illithid Powers For Lockadin
The best Illithid Powers for a Lockadin build are Luck of the Farm Realms, Black Hole, and Cull of the Weak. Luck of the Farm helps with critical hits and burst damage and, combined with Cull of the Weak, can trigger AOE damage passively. Black Hole requires you to take the Astral Tadpole in Act 2, but it sucks in 5 enemies, slows them, and can be recast for free. This is helpful in certain large-scale boss fights with many enemies. Below are the best Illithid Tadpole Powers for the Lockadin build in Baldur’s Gate 3:
- Favourable Beginnings: The first Attack roll or Ability check you make against any target gains a bonus equal to your Proficiency Bonus. Helpful passively boosts damage based on your level.
- Luck of the Far Realms: When you make a successful Attack roll against a foe, you can change that attack into a Critical Hit. It requires Favourable Beginnings and is used once per long rest.
- Black Hole: Summon a black hole that pulls in up to 5 nearby enemies and potentially Slows them. Requires Displace or Psionic Dominance.
- Cull of the Weak: When you bring a creature down to fewer hit points than your number of evolved illithid powers, it dies and all nearby creatures take 1~4 Psychic damage. It requires a concentrated blast, which is useful to get AOE damage passively.
- Mind Blast: Spew forth a conical wave of psychic energy and possibly Stun targets within. Deals 4d8+Spellcasting Ability Modifier Psychic damage. It can be accessed by consuming astral-touched tadpoles.
- Freecast: Spell slots, charges, and similar resource costs for your next action or spell are removed. Requires Shield of Thralls or Mind Sanctuary and used once per long rest.
Best Lockadin Build – Level Progression in Baldur’s Gate 3
Level | Class | Selection |
---|---|---|
1 | Paladin | Subclass: Oath of the Ancients |
2 | Paladin | Spells: Wrathful Smite, Thunderous Smite, Command, Divine Favour, Bless. |
3 | Paladin | Spell: Cure Wounds |
4 | Paladin | Feat: Great Weapon Master Spell: Shield of Faith |
5 | Paladin | Spell: Magic Weapon |
6 | Paladin | Spell: Aid |
7 | Warlock | Subclass: The Great Old One Cantrips/Spells: Eldritch Blast, Mage Hand, Hex, Hellish Rebuke |
8 | Warlock | Spell: Armour of Agathys Invocations: Agonising Blast and Devil’s Sight |
9 | Warlock | Spell: Darkness Boon: Pact of the Blade |
10 | Warlock | Cantrip/Spell: Friends and Invisibility |
11 | Warlock | Eldritch Invocation: Repelling Blast Spell: Counterspell |
12 | Warlock | Spell: Fear |
Level 1
Level one follows our character creator to pick all correct background, race, skills, and ability distribution focusing on Strength and Charisma. You also can pick your subclass, and for this build, we want to select Oath of the Ancients. Level two will give you the bulk of your spells, in the early game rely on weapon damage. Your goal is to find some heavy armor and a two-handed weapon. You can grab medium armor from Lae’zel in the introduction if you don’t plan on using her. Simply attack and at level two things get interesting with the Best Baldur’s Gate 3 Paladin Oath of Ancients Build Guide.
Here’s a breakdown of what you get as a level 1 Paladin:
- Channeled Oath Charges: Paladin-specific resource that allows the casting of spells and abilities.
- Usage: used for three oath skills, can be recovered via short rest.
- Lay on Hands: Use your blessed touch to heal a creature or cure it of all diseases and poisons.
- Usage: Single target melee heal using action or cure disease. This consumes Oath Charges but is an effective heal.
- Divine Sense: Gain Advantage on Attack Rolls against celestials, fiends, and undead.
- Usage: This uses bonus action which can be used with an attack costing an action.
- Healing Radiance: Heal yourself and all nearby allies for 5 hit points. Regain another 5 hit points next turn.
- Usage: This is a Channeled Oath skill that can healing using a bonus action which is very helpful because you can still use your action for damage or another heal,
- Oath of the Ancient Tenets: Through acts of kindness, enkindle the light of hope in the bleakest hollows of despair. Shelter the Light.
- Usage: this isn’t really a mechanic portion, just an oath you need to maintain. If you break the oath, you can unlock a new subclass, Oathbreaker.
Gameplay: at this level move along quickly to level 2 for spell unlocks. Use Lay on Hands and Healing Radiance for healing and damage comes from the main weapon attack.
Oath of Ancients Paladin Gameplay & Priorities
At the beginning of BG3, the Ancient Paladin will have dreadful mobility. Thus, you need to find and locate a back-bar ranged weapon like a Heavy Crossbow from Lae’zel or merchants. This gives you some type of upfront damage before you can close the distance. However, at level 5, you will unlock Misty Step and dramatically improve your power and mobility. Moreover, look to acquire Elixir of Hill Giant Strength, Potion of Speed, and Oil of Accuracy consumables. These three consumables “stack” allowing for massive damage.
Your overall priority with this build is the following:
- Complete Prologue
- Recruit Companions
- Unlock Withers, respec companions to proper class/ability score
- Collect the Necromancy of Thay (important in Act 3)
- Reached Hollowed City/Druid Grove
- Sell, Stock up, complete quests
- Unlock summons, Scratch, Shovel
- Progress to level 5
- Reach Underdark and Grymforge
- Check all Permanent Bonuses in Act 1 and the best Gear
Following these steps ensures a strong foundation, especially if you plan on playing solo or on Honour Mode difficulty.
Level 2
At level two the Paladin gains access to five prepared spells, choose a fighting style, and Divine Smite. We recommend choosing the Defence for +1 AC.
- Divine Smite: uses spell slot and hits in conjunction with weapon strike. Can be automatically applied, only during critical hits or have a popup box via the reactions menu. Be cautious at first about using this too often. You will burn through your spell slots quickly at this low level, and either have to rest or just use melee attacks only.
Paladin Divine Smite Explained
Divine Smite is a signature ability of the Paladin class in Baldur’s Gate 3. It allows a Paladin to expend a spell slot to deal additional radiant damage to a creature they have hit with a melee weapon attack. The amount of extra damage is equal to 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. The damage increases by 1d8 if the target is an undead or a fiend.
Divine Smite can be toggled on or off in the reactions menu under the user interface. This allows you to make a decision if you want to use it or not. This is very important because the Paladin can run out of Spell Slots quickly, limiting damage. The last thing you want is to expend a spell slot needlessly on a weak creature.
Spells Recommendations
Here is a list of spells that you need to select as Oath of the Ancients on Level 2 Paladin.
- Wrathful Smite: Your Weapon absorbs the wrath as you strike the target, possibly frightening the target. A target with Wrathful Smite takes 1d6 Psychic damage.
- Usage: this is your hard-hitting single-target spell. Consider this a good option if you cannot one-shot an opponent and don’t need to Crowd Control them.
- Thunderous Smite: Your weapon rings with thunder as you strike, pushing your target 3m away and possibly knocking it Prone.
- Usage: This attack can act like Crowd Control when you need a stun. You want to use this when needing a stun on a hard-hitting enemy.
- Command: Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. The target must succeed on a Wisdom saving throw in order to resist the effects.
- Usage: Use this spell when you are dealing with a single target that you do not want to eliminate. Simply command them to flee or freeze in a place to continue ahead without any trouble.
- Divine Favor: Your prayer empowers you with divine radiance. Your weapon attacks deal an additional 1d4 Radiant Damage.
- Usage: this spell is great because it consumes a bonus action, not an action. This also gives you additional Radiant Damage, which you can pair with Divine Smite for huge damage early in the game. Concentration is required with this spell.
- Bless: Bless up to 3 creatures. They gain a +1d4 slashing bonus to Attack rolls and Saving throws.
- Usage: A decent spell that allows you to buff your allies. You can use this prior to combat or during combat and make your allies deal additional damage to enemies.
Level 3
At level 3 of Paladin, you will gain 1 spell and a few spells unique to the Oath of the Ancients subclass. For the spell, we recommend taking the Cure Wounds. Here are all the unique subclass spells that you will unlock at Level 3.
- Nature’s Wrath (subclass): Invoke primeval forces to Restrain an enemy. It can’t move, misses a lot, and is easy to hit.
- Usage: great debuff if the enemy is in melee and weapon-based.
- Turn the Faithless (subclass): Turn nearby fey and fiends. They are forced to flee and cannot come close to you.
- Usage: A very powerful area-based spell is used against fey and Fiends. The easiest way is to right-click and examine the enemy, then use it when the percentage is high, around 60% or so with 3 monsters for best usage.
- Speak with Animals (subclass): Gain the ability to comprehend and verbally communicate with beasts.
- Usage: this is a very helpful out-of-combat spell to trigger many quests with animals.
- Ensnaring Strike (Ranged) (subclass): Your attack summons thorny vines that possibly Ensnare your target.
- Usage: This is an odd subclass skill that I would avoid, it’s mainly used on Rangers and is not a good fit for our build.
Spell Selection
For your third main spell, select the Cure Wounds spell.
- Cure Wounds: Touch a creature to heal it.
- Usage: decent melee-based heal that consumes an action and spell slot. Early in the game, not having healing or potions spells doom, and depending on group composition, this spell can be flexed in or out.
Level 3 Spell Loadout: Wrathful Smite, Thunderous Smite, Command, Divine Favour, Bless, and Cure Wounds.
Level 4
The Level four gives you a very important decision between increasing your ability score like Strength or taking a feat. Feats give you a big benefit but doing so will have you miss out on Ability Improvements. Simply increasing your main stat Strength is the simplest and easiest way to advance your character. You can do this by selecting Ability Improvement rather than +2 to strength.
However, we suggest taking the Great Weapon Master feat. This will keep our build simple at the moment, and hitting hard with a better percentage chance with a melee weapon.
You get one additional spell to slot and I recommend taking the Shield of Faith.
- Shield of Faith: Surround a creature with a shimmering field of magic that increases its Armour Class by 2.
- Usage: This uses a bonus action and requires concentration. It should be used prior to fights where you expect to take the majority of the damage.
Gameplay: remains unchanged at this level. Expect more damage and better chances to land an attack. Keep leveling to get more spells and more spell slots.
Level 4 Spell Loadout: Wrathful Smite, Thunderous Smite, Command, Divine Favour, Bless, Cure Wounds, Shield of Faith.
Level 5
At level 5, the Paladin and Oath of Vengeance subclass unlocks a lot. Extra attack, more spell slots, and two subclass spells. Here are all the features that you will get on Level 5 in Baldur’s Gate 3:
- Extra Attack: Beginning at level, you can attack twice, by the Attack action on your turn. This combined with Divine Smite and the added spell slots allows you to mega single target damage pure turn.
- Subclass Spells:
- Moonbeam (Subclass Feature): Call down a silvery beam of pale light that damages any creature that enters the beam or starts its turn in the light 2d10 radiant damage.
- Misty Step (Subclass Feature): Surrounded by silver mist, you teleport to an unoccupied space you can see.
Spell Selection
- Magic Weapon: Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack rolls and Damage Rolls.
- Usage: This is a decent buff to damage, but it comes at the cost of a high-level spell slot and concentration. Another decent spell to add to our arsenal.
At this level and beyond, you should feel very powerful. You can buff and debuff with a bonus action, mobility with Misty Step, and huge damage for the scenario or enemy using Smite.
Level 5 Spell Loadout: Wrathful Smite, Thunderous Smite, Command, Divine Favour, Bless, Cure Wounds, Shield of Faith, Magic Weapon.
Level 6
At level 6, the Paladin unlocks 1 more prepared spell, Aura of Protection. Moreover, you will be able to select 1 Level 2 spell.
- Aura of Protection: You and nearby allies gain a bonus to Saving Throws equal to your Charisma modifier.
Spell Recommendation
We suggest you to pick the Aid spell at this level.
- Aid: Bolster your allies with toughness and resolve to heal and increase their Hit Points maximum.
- Usage: A decent spell that allows you to buff and heal your allies.
Level 6 Spell Loadout: Wrathful Smite, Thunderous Smite, Command, Divine Favour, Bless, Cure Wounds, Shield of Faith, Magic Weapon, Aid.
Level 7 – Warlock (Level 1)
At Level 7, we suggest investing multiclassing into the Warlock class. To do this, simply click the + sign with two access for multiclass. Select your class then a popup will appear on what you can select. The reason we want to use the Warlock class is to get access to Eldritch Blast cantrip. Moreover, the Warlock class grants more flexibility for spells. At level 1 of Warlock, you will get the option to choose a subclass. Select the The Great Old One subclass. Below are all the unlocks and recommended spells for the Great Old One Warlock.
- The Great Old One (subclass) – Mortal Reminder (subclass feature): When you land a Critical Hit against a creature, that creature and any nearby enemies must succeed a Wisdom Saving Throw or become Frightened until the end of their next turn.
- Frightened (status effect): Target cannot move and also has Disadvantage on Ability Checks and Attack Roll.
Cantrips Selection – Recommendations
- Eldritch Blast: 1d10 force damage via an 18-meter beam. This is the best cantrip in the game and what we use primarily for damage. Remember Cantrips do not use spell slots, and Warlocks in particular have very few, so Cantrips and free spells are mostly what we will use for damage this being number one.
- Mage Hand: Create a spectral hand that can manipulate and interact with objects. You can use it to hurl a mote of fire for 1~10 Damage.
Spell Selection – Recommendations
- Hellish Rebuke: Take this if you do not have a race like Asmodeus Tiefling that provides this for you. This is a reaction base spell meaning, you can use it when someone attacks you without using an action. Make sure to hit the passives tab on your character’s menu and request “ask.” The reason is, you don’t want to use this spell on a target with 1 health since spell slots are low.
- Hex: Curse a creature so it takes additional damage whenever you attack it and inflict Disadvantage on Ability Checks with an Ability of your choosing. This spell helps do damage and it can be used as a bonus action. So you can combo this spell with Eldritch Blast and that’s the main offensive gameplay loop of the class.
Level 7 Spell Loadout: Wrathful Smite, Thunderous Smite, Command, Divine Favour, Bless, Cure Wounds, Shield of Faith, Magic Weapon, Aid, Hellish Rebuke, Hex.
Level 8 – Warlock (Level 2)
The Level 2 Great Old One Warlock will unlock one new spell and select two Eldritch Invocations. Eldritch Invocations are passive features unlocked by your Warlock at various levels. Initially, they help augment the power of your primary cantrip Eldritch Blast. As you progress, they can be powerful spells that do not consume spell slots or other passives and active features. At this level, we suggest taking Armour of Agathys spell, Agonising Blast, and Devil’s Sight Invocations.
Spell Selections – Recommendations
- Armour of Agathys (spell): Gain 5 temporary hit points and deal 5 Cold damage to any creature that hits you with a melee attack. However, you can only gain temporary hit points from a single source. It is one of the best spells to have early as it increases survivability.
- Replace Spell (class feature): Grants the ability to change out spells in your spellbook. Unlike other classes, you will not be able to swap spells in and outside of the leveling process. You can experiment with spells and use the leveling process to change based on what you find most effective. However, for this build, we do not need to replace any spell for now.
Eldritch Invocations
- Agonising Blast (Eldritch Invocation): When you cast Eldritch Blast, add your Charisma modifier to the damage it deals, unless it is negative. This helps deal more damage with your main attack Eldritch Blast.
- Devil’s Sight: (Eldritch Invocation): You can clearly see in the darkness both magical and non-magical up to 24m. This invocation will allow you to see clearly in the darkness and even engage in combat while enemies cannot see you (in darkness).
Gameplay remains the same at level two with the addition of a great single-target crowd control and a single-target knockback with Eldritch Blast.
Level 8 Spell Loadout: Wrathful Smite, Thunderous Smite, Command, Divine Favour, Bless, Cure Wounds, Shield of Faith, Magic Weapon, Aid, Hellish Rebuke, Hex, Armour of Agathys.
Level 9
At Level 3 of the Great Old One Warlock unlocks Improved Warlock Spells. You will be able to pick an additional spell, select a Pact Boon, and Replace a Spell. We suggest taking the Darkness spell, Pact of the Blade boon, and forgoing a replacement spell.
- Darkness (Spell): Create a cloud of magical darkness that Heavily Obscures and inflicts Blind to creatures within. Creatures cannot make ranged attacks into or out of it.
- Pact of the Blade (Boon): You can Summon a pact weapon, or Bind the one you are wielding as one, making it magical. Pact weapons use the wielder’s Charisma modifier instead of Strength or Dexterity.
- Bind Pact Weapon: Bind to your main hand weapon. Its damage becomes magical, you cannot drop or throw it, and you become Proficient with it if you weren’t already. You can only have 1 pact weapon at any time.
Level 9 Spell Loadout: Wrathful Smite, Thunderous Smite, Command, Divine Favour, Bless, Cure Wounds, Shield of Faith, Magic Weapon, Aid, Hellish Rebuke, Hex, Armour of Agathys, Darkness.
Level 10
At level 4 of Warlock, you will get to select another cantrip, a spell, and a feat. We advise you to pick the Friends cantrip, Invisibility spell, and the Ability Improvement. Selecting the ability improvement will increase the Charisma by 2.
- Friends (Cantrip): Gain Advantage on Charisma Checks against a non-hostile creature. This spell can be cast while you are Silenced.
- Invisibility (Spell): This spell turns the spellcaster or another invisible. Invisibility gives an Advantage on attacks and attacks against it have Disadvantage.
Level 10 Spell Loadout: Wrathful Smite, Thunderous Smite, Command, Divine Favour, Bless, Cure Wounds, Shield of Faith, Magic Weapon, Aid, Hellish Rebuke, Hex, Armour of Agathys, Darkness, Invisibility.
Level 11
At level 5 of Warlock class, you will get to select an additional Eldritch Invocation, and will grant you access to Level 3 spells. We recommend you select the Repelling Blast invocation and the Counterspell spell.
- Counterspell (Spell): It will allow you to interrupt the opposing spellcaster from casting the spell.
- Repelling Blast (Eldritch Invocation): When you hit a creature with Eldritch Blast, you can push the creature up to 4.5 m away from you. This gives you the option to make Eldritch Blast a knockback. The force damage combined with the knockback makes the cantrip even more powerful. Try to position yourself to knock enemies of ledges, bridges, or into environmental hazards for extra damage or kills.
Level 11 Spell Loadout: Wrathful Smite, Thunderous Smite, Command, Divine Favour, Bless, Cure Wounds, Shield of Faith, Magic Weapon, Aid, Hellish Rebuke, Hex, Armour of Agathys, Darkness, Invisibility, Counterspell.
Level 12
At Level 6 of Warlock, you will gain an additional The Great Old One passive feature, Entropic Ward. Moreover, you will get to select an additional Level 3 spell. We recommend you select the Fear spell.
- Entropic Ward (passive feature): Impose Disadvantage on an Attack roll against you. If the attack misses, you gain Advantage on your next Attack roll against the attacker for 1 turn.
- Fear (Spell): Targets drop everything and become Fearful. They have Disadvantage on Ability Checks and Attack Rolls. If the target ends their turn where they can’t see you, they can make another Saving throw to shake off their fear.
Level 12 Spell Loadout: Wrathful Smite, Thunderous Smite, Command, Divine Favour, Bless, Cure Wounds, Shield of Faith, Magic Weapon, Aid, Hellish Rebuke, Hex, Armour of Agathys, Darkness, Invisibility, Counterspell, Fear.
Best Companions for Lockadin
Shadowheart, Gale, and Lae’zel make the best companions for the Best Baldur’s Gate 3 Fighter Champion Build Guide. We do not recommend additional front-line fighters and damage dealers.
- Gale (Sorcerer) – respec Gale to a Draconic Bloodline Sorcerer to gain Metamagic and increase his spell power abilities. Use him for pure area-based damage caused by fire and ice.
- Lae’zel (Fighter – Battlemaster) – have her the front-line attention-getter doing Fighter to level 12.
- Shadowheart (Cleric – Life) – utilizes Shadowheart to buff, heal, and stun enemies.
Best Gear for Lockadin Build
Beginner
Here’s the best beginner gear, items, and equipment for Lockadin Build in Baldur’s Gate 3:
Gear Slot | Best Gear Item | Effect |
---|---|---|
Head | Helmet of Smiting | Smite gives HP |
Cape | Deathstalker Mantle | Invisibility on Kill |
Chest | Adamantine Splint Armour | 18 AC |
Gloves | Gloves of the Growling Underdog | Advantage on Melee |
Boots | Disintegrating Night Walkers | Free Misty Step |
Necklace | Amulet of Branding | Cast Vulnerability |
Ring | Crusher’s Ring | Increase Movement |
Ring | Caustic Band | Poison Damage |
Weapon 1 Main Hand | Sword of Justice | 2d6 Slashing |
Weapon 2 Ranged | Bow of Awareness | +1 Initiative |
List of best Lockadin Baldur’s Gate 3 Equipment in Act 1:
- Bow of Awareness: Sold by Vendor Roah Moonglow in the Shattered Sanctum (Alternatives Hunting Shortbow, Bow of Banshee, Titanstring Bow).
- Helmet of Smiting: Located in Underdark Selûnite Outpost (Alternatives Haste Helm, Cap of Wrath, or Grymskull Helm).
- Deathstalker Mantle: Automatically acquired as part of Dark Urge story.
- Adamantine Splint Armour: Crafted in Adamantine Forge (Alternatives Chain Mail +1, or Githyanki Half Plate).
- Gloves of the Growling Underdog: Chest behind Razglin’s throne room (Alternatives Gloves of Heroism, Gloves of Dexterity, or Gloves of Missile Snaring).
- Disintegrating Night Walkers: Obtained in Gyrmforge as part of Free True Soul Nere questline (Alternatives Boots of Striding, Boots of Genial Striding, or Boots of Speed).
- Amulet of Branding: purchased in Creche Y’llek from A’jak’nir Jeera (Alternatives Amulet of Misty Step, or Amulet of Restoration).
- Crusher’s Ring: Can be looted or stolen from Crusher in the Goblin camp (Alternatives Strange Conduit Ring, or Ring of Absolute Force).
- Caustic Band: Obtained from merchant Derryth Bonecloak in the Myconid Colony (Alternatives Fetish of Callarduran Smoothhands, or The Sparkswall).
- Sword of Justice: Looted from Anders near Karlach (Alternatives Jorgoral’s Greatsword, Silver Sword of the Astral Plane, or Everburn Blade).
Advanced
The following table presents the best gear, items, and equipment for the Dark Urge Build in Baldur’s Gate 3:
Gear Slot | Best Gear Item | Effect |
---|---|---|
Head | Helm of Balduran | Self-healing |
Cape | Deathstalker Mantle | Invisibility on Kill |
Chest | Bhaalist Armour | 2x Piercing Damage |
Gloves | Legacy of the Masters | +2 Attack rolls |
Boots | Helldusk Boots | Mobility |
Necklace | Amulet of Greater Health | 23 Constitution |
Ring | Killer’s Sweetheart | Auto Critical |
Ring | Ring Of Regeneration | Self-healing |
Weapon 1 Main Hand | Nyrulna | Best with Bhaalist |
Weapon 2 Ranged | Darkfire Shortbow | Gives Haste |
Below is the best Act 3 Armor, Weapons, and Equipment for Dark Urge build in BG3:
- Darkfire Shortbow: Sold by trader Damon Act 2 Last Light Inn (Alternative Fabricated Arbalest).
- Helm of Balduran: Obtained in Dragon’s Sanctum (Alternatives Helldusk Helmet, Sarevok’s Horned Helmet, Mask of Soul Perception).
- Deathstalker Mantle: Automatically acquired as part of Dark Urge story. (Alternatives Cloak of Protection, Fleshmelter).
- Bhaalist Armour: Side with Bhaal in the Murder Tribunal then purchase from Echo of Abazigal (Alternatives Helldusk Armour, Armour of Persistence).
- Legacy of the Masters: Purchased from Dammon in Lower City Baldur’s Gate (Alternatives Gauntlets of Hill Giant Strength, Helldusk Gloves, Gloves of Soul Catching).
- Helldusk Boots: In a locked chest, Wyrm’s Rock Fortress (Alternative Disintegrating Night Walkers).
- Amulet of Greater Health: Obtained in Archive of the House of Hope (Alternative Surgeon’s Subjugation Amulet).
- Killer’s Sweetheart: Obtained from the Gauntlet of Shar in Act 2 (Alternative Ring of Protection, Risky Ring).
- Ring Of Regeneration: Sold by Rolan at Sorcerous Sundries (Alternative Ring of Free Action, Shifting Corpus Ring).
- Nyrulna: Obtained from Akabi in the Circus of the Last Days (Alternatives Balduran’s Giantslayer, Sword of Chaos, Silver Sword of the Astral Plane).
Best Consumables, Potions, Ammunition, and Items
The following list is the best consumable items that will aid in our Best Baldur’s Gate 3 Dark Urge Build Guide:
- Elixir of Bloodlust: Once per turn when you kill a foe, you gain HP 5 temporary hit points and an additional action.
- Elixir of Hill Giant Strength: Increases Strength ability score to 21 until Long Rest.
- Potion of Speed: Gain extra action, +2 AC, Advantage on Dexterity Saving Throws, and double movement speed.
- Drow Poison: Weapon poison that adds Constitution Saving Throw or becomes Poisoned and falls Asleep.
- Potion of Flying: Drink to gain a flying speed of 60ft for one hour.
- Elixir of Heroism: Gain 10 temp HP and become Blessed until a long rest.
- Potion of Greater Healing: 4d4 + 4 hit points restored.
- Oil of Accuracy: Coat Weapon. Bonus of +2 in Attack Rolls.
- Elixir of Vigilance: Drink to gain a +5 bonus to Initiative and you can’t be Surprised.
Permanent Bonuses
Throughout Baldur’s Gate 3, you will have the ability to gain permanent bonuses to your character. These can grant additional spells, ability scores, and other bonuses. Permanent Bonuses are not displayed throughout the campaign but are vital to increase overall combat performance. We have all permanent bonuses here in a guide, but the most important ones for you to collect are listed below.
Act 1 | Act 2 | Act 3 |
---|---|---|
Auntie Ethel’s Hair: Gain +1 to an Ability Score. | Potion of Everlasting Vigour: Gain +2 Strength. | Mirror of Loss – +2 to an Ability Score of your choice. |
Awakened: Use illithid powers as a Bonus Action. | Slayer Form: Ability to transform into the Slayer. | Partial Ceremorphosis: Access to tier 3 illithid Powers. |
Scratch: Gain Find Familiar Scratch. | Summon Us: Allows you to summon Us. | Sweet Stone Features: Blessed permanent. |
Cheeky Quasit: Gain Summon Quasit Shovel. | Statue of the Gods: +2 to Saving Throws | |
Loviatar’s Love: 30% Hit Points or less, you gain a +2 bonus to Attack Rolls and Wisdom saving throws. | ||
Necromancy Of Thay: access to powerful spells in Act 3. | ||
Volo’s Ersatz Eye: See Invisibility |
Build Summary – Best Baldur’s Gate 3 Lockadin
Classes – Paladin and Warlock
Subclasses – Oath of the Ancients and The Great Old One
Armor – Light Armour, Medium Armour, Heavy Armour, and Shield
Weapons: Simple Weapons and Martial Weapons
Race – Half-Orc
Ability Score
- Strength – 8
- Dexterity – 16
- Constitution – 14
- Intelligence – 8
- Wisdom – 10
- Charisma – 17
Level Progression
- Level 1 – Subclass: Oath of the Ancients
- Level 2 – Spells: Wrathful Smite, Thunderous Smite, Command, Divine Favour, Bless.
- Level 3 – Spell: Cure Wounds
- Level 4 – Feat: Great Weapon Master, Spell: Shield of Faith
- Level 5 – Spell: Magic Weapon
- Level 6 – Spell: Aid
- Level 7 – Multiclass: Warlock, Subclass: The Great Old One
Cantrips/Spells: Eldritch Blast, Mage Hand, Hex, Hellish Rebuke - Level 8 – Spell: Armour of Agathys
Invocations: Agonising Blast and Devil’s Sight - Level 9 – Spell: Darkness, Boon: Pact of the Blade
- Level 10 – Cantrip/Spell: Friends and Invisibility
- Level 11 – Eldritch Invocation: Repelling Blast
Spell: Counterspell - Level 12 – Spell: Fear
FAQs about the Lockadin build in Baldur’s Gate 3
What abilities should the Lockadin prioritize for my class?
Answer: Prioritize in Charisma, Dexterity, and Constitution abilities for the Lockadin Build in Baldur’s Gate 3.
What are the best feats for Lockadin builds?
Answer: For the first Feat, select the Great Weapon Master and then improve Charisma (+2) as the second Feat for the Lockadin Build.
What are the best multiclass combos?
Answer: The best multiclass combo for the Lockadin Build starts with Paladin, and ends with Warlock. You need to multiclass into Warlock on Level 7.
Are there “must-have” items for Lockadin builds?
Answer: Elixir of Hill Giant Strength, Potion of Speed, and Elixir of Bloodlust are the must-have items for Lockadin builds.
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