This guide focuses on the Multiclass Bard in Baldur’s Gate 3 (BG3), combined with the Paladin and Fighter classes, to create a powerful build.
This build has been updated for the patch 4 version of Baldur’s Gate 3.
Multiclass Bard Build Guide
The Bard class in Baldur’s Gate 3 are the masters of music and performance in Baldur’s Gate 3. They have access to a wide range of spells, from powerful damage dealing to versatile utility spells. Bards are known for their iconic Bardic Inspiration skill, which enhances allies’ capabilities in combat or during exploration.
This Bard build uses multiclassing. Multiclassing means combining two classes, the Bard, Paladin, and Fighter, to increase the build’s combat potential in BG3. The Bard College of Valour subclass provides Extra Attack and Martial weapons, giving the Bard powerful two-handed Greatsword proficiency. Combine martial weapons, and an extra attack with Paladin Divine Smite for extra damage, your Bard build will do high damage. Add the Fighter class for Action Surge, and now your Bard build will get a second action during one turn. Play this build if you want something different, powerful, with high damage potential for your Bard build in BG3.
Multiclass Bard Build Features
- Primary Ability: Charisma
- Saving Throws: Charisma and Dexterity
- Armour Proficiency: Light Armor, Medium Armor, Shields
- Weapon Proficiency: Simple Weapons, Martial Weapons
- College of Valour Subclass: Gain Combat Inspiration and Extra Attack.
- Song of Rest: essentially a Bard spell providing a short rest for your group.
- Combat Inspiration: add a +1d6 bonus to their next Attack Roll, Ability Check, or Saving Throw.
- Extra Attack: You can make an additional free attack after making an unarmed or weapon attack.
- Oath of Vengeance Subclass: specializes in single target damage and mobility.
- Channeled Oath Charges: Paladin-specific resource that allows the casting of spells and abilities.
- Divine Smite: Expend spell slots to deal additional radiant damage on a successful melee attack.
- Inquisitor’s Might: You or an ally’s weapon attacks deal additional Radiant damage equal to your charisma modifier.
- Fighter Class: prototypical melee damage dealer.
- Second Wind: Heal yourself with a bonus action, and gain access to this at level 1.
- Action Surge: Gain one additional action, acquired at level 2.
- 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.
Multiclassing in Baldur’s Gate 3 allows your character to gain a level in a new class instead of advancing in their current class. To Multiclass in BG3, hit the top right plus button to add a class, so that it will bring up a new screen with the other classes in Baldur’s Gate 3.
Multiclassing grants most of the benefits of that new class, but there are some limitations. Your multiclassing character does not receive all the proficiencies of their new class. You also cannot multiclass when playing on Explorer Difficult.
Below is a list of Multiclass Proficiencies gained by taking one level in a new class:
|Barbarian||Shields, Simple Weapons, Martial Weapons|
|Bard||Light Armor, One skill, One instrument|
|Cleric||Light Armor, Medium Armor, Shields, Morningstars|
|Druid||Light Armor, Medium Armor, Shields|
|Fighter||Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons|
|Monk||Simple Weapons, Shortswords|
|Paladin||Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons|
|Ranger||Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons, One skill|
|Rogue||Light Armor, One skill|
|Warlock||Light armor, Simple Weapons|
Best Bard Multiclass
The best class for the Bard to multiclass into is the Paladin because you gain a Fighting Style, Divine Smite, and additional spells. A secondary multiclass choice for the Bard is the Fighter because you can get Action Surge, Fighting Style, and Second Wind.
Here is the best multiclass choice for a Bard build in Baldur’s Gate 3:
For this build, we recommend 6 levels into Bard, 4 levels into Paladin, and 2 levels into Fighter. With 6 levels into the Bard, you will unlock many powerful crowd control skills and Extra Attack. With 4 levels into Paladin, you unlock Divine Smite, spells, and a feat. Two levels of investment into Fighter will give you an additional Fighting Style and Action Surge.
We will start with 6 levels into Bard first to unlock Extra Attack and a feat. Extra Attack class passives do not stack, meaning if you take 5 levels of Paladin, which contains Extra Attack, you won’t receive any benefit. This is why you want to rush to get Extra Attack unlocked for a melee build, and then swap to other classes. Follow along below in the leveling progression for the Best Baldur’s Gate 3 Multiclass Bard Build.
Half-Orc is the Best Race Choice for a multiclass Bard Build because Savage Attacks allows you to roll an additional die on critical hits with melee weapons. Relentless Endurance also prevents you from being Downed per long rest making a great defensive and offensive racial choice. However, a secondary choice is the Zariel Tiefling because of their two free Divine Smite spells, Darkvision, and fire resistance. This will help provide melee damage spells early before multiclassing to the Paladin.
The best Background for a Bard Multiclass Build is Entertainer because it has proficiency in Acrobatics and Performance. Backgrounds in Baldur’s Gate 3 are a way to represent your character’s backstory and give them some starting skills and abilities.
The Best Ability Score for multiclass Bard Build is 16 Strength, 14 Dexterity, and 14 Charisma. Strength is used for melee attack rolls, Dexterity increases your AC and helps go earlier in combat, while Charisma is used for spell casting. This will give you a good blend of offensive damage with melee weapons, spell-casting precision, and survivability.
Below is the best ability score for a multiclass Bard in Baldur’s Gate 3:
- Strength – 16
- Dexterity – 14
- Constitution – 14
- Intelligence – 8
- Wisdom – 9
- Charisma – 14
The best companions for a Bard Multiclass build in BG3 are Shadowheart, Gale, and Astarion. This will give you a balanced team with a Cleric for support, Gale for area damage, and a Rogue for ranged damage, and utility.
- Shadowheart (Cleric): buffs, healing, and crowd control.
- Gale (Wizard): range magic damage, area damage, and crowd control.
- Astarion (Rogue): range damage, lockpicking, and utility.
Multiclass Bard Build – Level Progression in Baldur’s Gate 3
Follow our character creator to pick all correct background, race, skills, and ability scores focusing on Strength, Dexterity, and Charisma. For this Bard Multiclass build, we will be using Martial Weapons starting at level 3 where you can pick your subclass. College of Valour will unlock Martial Weapon proficiency alongside medium armour. Then this build switches to Paladin at level 7 to gain Divine Smite and increase our melee damage potential. Finally, you pick up two levels of Fighter to gain Action Surge, giving you a once-per-short rest additional action.
Your goal is to reach level 3, where then the build, weapon, and armour options become plentiful. At level 3, you will then use Medium Armour and a two-handed Greatsword with melee damage. Expect a big boost in combat performance at levels 3 and 6, while the other levels can feel lackluster. Two powerful weapons in Act 1 are the Sword of Justice and the Silver Sword. You can grab medium armor from Lae’zel in the introduction if you don’t plan on using her. Then look to access the Hollowed City at the north of the starting spot post tutorial where Dammon and others will sell good armor. Below we will walk you through the leveling progression when using the Best Baldur’s Gate 3 Multiclass Bard Build.
- Vicious Mockery: Insult a creature: it has Disadvantage on its next Attack Roll.
- Light: Infuse an object with an aura of light. Lasts until Long Rest.
- Tasha’s Hideous Laughter: Leave a creature Prone to laughter, without the ability to get up.
- Thunderwave: Release a wave of thunderous force that pushes away all creatures and objects.
- Cure Wounds: Heal a creature you can touch.
- Healing Word: Heal a creature you can see.
The early spells for the Bard are somewhat weak in comparison to other classes, especially without a subclass unlocked. Tasha’s Hideous Laughter is your crowd control to knock an enemy prone and “stun” them. Thunderwave is a helpful knockback that can be used to instantly kill enemies off ledges. Cure Wounds and Healing Word are powerful healing spells early on. While you won’t be focusing on support or healing, it’s helpful to have these unlocked early on.
You won’t have marital weapons unlocked at this level but can use Rapiers and Longswords with Hand Crossbows. Look for Rapier +1 in Hollow City or a shortsword through the tutorial and use weapon attacks for damage, not spells. Level 3 will increase options and power so work towards progressing.
Level 1 Bard Multiclass Spells: Tasha’s Hideous Laughter, Thunderwave, Cure Wounds, and Healing Word.
At level 2, the Bard unlocks a class feature, more spell slots, and another learned spell. Below is our recommendation for level 2:
- Jack of All Trades (class feature): Your vast experiences make you more likely to succeed in any undertaking. Add half of your Proficiency Bonus (rounded down) to Ability Checks that you are not Proficient in.
- Song of Rest (class action): You and your allies are revitalized like you would have taken a Short Rest.
- Dissonant Whisper (spell selection): Frighten a creature: it will be easier to hit and cannot move.
At this level, you get some utility features and spells. Jack of All Trades it exploration focus and helps with non-combat situations. Song of Rest acts as a free short rest keeping you from having to use healing potions or spells to recover. Dissonant Whisper is a ranged immobilization spell that also does damage. Next level you can finally unlock your subclass and work towards feeling like a unique Bard build.
Level 2 Bard Multiclass Spells: Tasha’s Hideous Laughter, Thunderwave, Cure Wounds, Healing Word, and Dissonant Whisper.
At level 3, the Bard can choose their subclass. You will also learn one new spell. Below are our suggestions for level 3 Bard:
- College of Valour Subclass:
- Combat Inspiration (subclass feature): Inspire an ally to add a +1d6 bonus to their next Attack Roll, Ability Check. Saving Throw, weapon damage, or Armour Class.
- Heat Metal (spell selection): Cause a metal weapon or armour to glow red-hot and force the creature touching it to let go or receive Disadvantage on Attack Rolls and Ability Checks.
The core feature of the College of Valour subclass is Combat inspiration. This can only be used on allies and consumes a charge of Bardic Inspiration and a bonus action. The inspiration only lasts until consumed by giving a +1d6 bonus to Ability check, saving through, armour class, Attack Roll, or Weapon attack damage. You can check this bonus in the reaction tab and mark “ask” which can help prevent you from using the bonus needlessly.
Combat Inspiration is incredibly helpful and can be applied outside of combat. The effect lasts until a long rest or until it’s consumed, which helps save your bonus action inside of combat. Combat inspiration will go to +1d8 at level 5 as well, giving you great group utility but unfortunately, you cannot cast on yourself.
College of the Sword is also a good subclass selection. The strength of the subclass is using Bardic Inspiration for a variety of weapon attacks, rather than aiding allies. The downside is no martial weapon proficiency. Once you multiclass, you can gain martial proficiency, but it will take many levels to reach that. Additionally, you will lose a core feature of the Bard, Bardic, or Combat Inspiration that helps inside and outside of combat. Swords can be very effective, but weigh the pros and cons of gaining weapon attacks with losing utility.
Heat Metal is our spell selection and acts as a powerful control spell for armour and weapon users. It’s very useful early in the game against Githyanki who can be nearly neutralized when they drop their weapon and you pick it up. This spell requires concentration, so make sure to only cast one concentration spell in combat, as only one can be active at a time.
The biggest boost to the build is Medium Armour and Martial Weapon proficiency. This is when you can start equipping Medium and two-handed Greatswords. From this point forward, use your spells as a utility to crowd control and knock enemies off ledges. Your biggest issue early on will be mobility. Misty Step Amulet, Nightwalker Boots, and scrolls of Misty Step can help with this. Even Fly potions and scrolls are critical, because your damage depends on being in the fight. Also, always use your bonus action if possible, especially with Combat Inspiration if you have charges left. Level 6 will be the next big spike and power, with level 7 switching to Paladin. Let’s continue with the Best Baldur’s Gate 3 Multiclass Bard Build leveling progression below.
Level 3 Bard Multiclass Spells: Tasha’s Hideous Laughter, Thunderwave, Cure Wounds, Healing Word, Dissonant Whisper, and Heat Metal.
Level four unlocks a new cantrip, spell, and ability improvement. Below is our recommendation:
- Friends (cantrip selection): Gain Advantage on Charisma Checks against a non-hostile creature.
- Hold Person (spell selection): Hold a humanoid enemy still. They can’t move, act, or react. Attacks from within 3m are always Critical Hits.
- Ability Improvement (feat selection): Add +2 Strength.
The biggest decision at this level is feat selection. +2 Strength is recommended because it’s easy to boost your overall power. Another option is Great Weapon Master, which helps with bonus action utility and damage. The reason we don’t recommend it at this level, is you want to increase the chance of successfully landing an attack rather than more damage at the expense of attack roll. Keep it simple at this level, pump up your strength by 2, and at later levels if you lack damage, use Great Weapon Master on our second feat.
Level 4 Bard Multiclass Spells: Tasha’s Hideous Laughter, Thunderwave, Cure Wounds, Healing Word, Dissonant Whisper, Heat Metal, and Hold Person.
With 5 levels into the Bard, you gain two class features and one new spell.
- Font of Inspiration (class feature): You regain all your Bardic Inspiration after a Long or Short Rest.
- Improved Bardic Inspiration (class feature): The bonus gained from Bardic Inspiration increases to +1d8.
- Glyph of Warding (spell selection): Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy, the selected magical effect will trigger.
Combat inspiration will improve and now a +1d8. Font of Inspiration allows you to get Bardic Inspiration charges back via short rest. This makes your Combat Inspiration, and thus your bonus action, much more useful.
For spell selection, Glyph of Warding is a useful area-based elemental damage spell. The benefit of it is you can pick the element type. This helps when targets are resistant to physical damage types and are vulnerable to magic. It’s also useful when you don’t have the mobility to reach targets on turn one but still want to provide some damage. Be careful with “friendly fire” and not place this on top of allies who can be damaged within the radius.
Level 5 Bard Multiclass Spells: Tasha’s Hideous Laughter, Thunderwave, Cure Wounds, Healing Word, Dissonant Whisper, Heat Metal, Hold Person, and Glyph of Warding.
Level 6 Bard is a big boost in power thanks to the Extra Attack subclass feature. You will also unlock a class action and one newly learned spell. Below are our suggestions:
- Countercharm (class action): You and any allies within 9m have Advantage on Saving Throws against being Charmed or Frightened.
- Extra Attack (subclass feature): 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.
- Fear (spell selection): Project an image so frightening it makes targets drop their weapons and become Fearful. They will be easier to hit and cannot move.
Extra Attack allows for two attacks per action. You can stack this effect by using the spell Haste or Potion of Speed to gain another action. This would give you 4x attacks per one turn not including your bonus action. This is one of the reasons we will multiclass the Bard to Fighter later, gaining Action Surge, an additional Action. You can also use different types of attacks like Lacerate first then main attack on your second. If you unlock better weapons with unique weapon skills, this becomes very handy for getting the most out of your turn.
Next, we have the Countercharm and Fear spell. Countercharm is an action that helps against Charmed and Frightened and is rarely used. It has a 9-meter radius only lasts three turns and isn’t effective to use outside of combat. This costs an action and isn’t that useful unless very specific fights where Charmed can get you killed.
Fear is a useful crowd-control ability. What makes it useful is targets run away, disarm enemies, and cannot move. Enemies need to make two saving throws to avoid this and likely will cause some kind of effect. This cost concentration and is a conal 9m cone in front of you so angle it not to hit allies.
Level 6 Bard Multiclass Spells: Tasha’s Hideous Laughter, Thunderwave, Cure Wounds, Healing Word, Dissonant Whisper, Heat Metal, Hold Person, Glyph of Warding, and Fear.
- Channeled Oath Charges: Paladin-specific resource that allows the casting of spells and abilities.
- Lay on Hands: Use your blessed touch to heal a creature or cure it of all diseases and poisons.
- Divine Sense: Gain Advantage on Attack Rolls against celestials, fiends, and undead.
- Oath of Vengeance Subclass: subclass focused on damage and mobility.
- Inquisitor’s Might: You or an ally’s weapon attacks deal an additional 2 Radiant damage and can Daze enemies for 1 turn.
- Oath of Vengeance Tenets: Fight the Greater Evil. Exerting your wisdom, identify the higher morality in any given instance, and fight for it—no Mercy for the Wicked.
With one level into Paladin, you unlock some basic class and subclass features including a great heal with Lay on Hands. The Vengeance subclass will help aid in single-target damage and provide additional spells. You must maintain your Oath, which is influenced by dialogue choices and behavior. In general, don’t go around murdering peasants and double-crossing allies. If you want to play as a murdering rampaging, then use the Oathbreaker subclass. This will only change a few subclass features while maintaining the essential Paladin feel and this build outline. Read this guide on how to become or remove the Oathbreaker if this happens.
Not much happens gameplaywise at this level both Divine Sense and Inquistor’s Might are tools that can increase your damage. Both use a bonus action so they can be used in conjunction with your action per turn. Expect the next level to be a big spike in power for the Best Baldur’s Gate 3 Multiclass Bard Build!
Level 7 Bard Multiclass Spells: Tasha’s Hideous Laughter, Thunderwave, Cure Wounds, Healing Word, Dissonant Whisper, Heat Metal, Hold Person, Glyph of Warding, and Fear.
With two levels invested into Paladin, you unlock a lot of features including a Fighting Style and Divine Smite. Here’s what happens at this level:
- Great Weapon Fighting Style: 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.
- Divine Smite (class feature): deals 2d8 Radiant weapon damage and consumes a spell slot.
- Shield of Faith: Surround a creature with a shimmering field of magic that increases its Armour Class by 2.
- Bless (spell selection): Bless up to 3 targets which gain +1d4 bonus to attack rolls and saving throws.
- Command (spell selection): Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
- Thunderous Smite (spell selection): Your weapon rings with thunder as you strike, pushing your target 3m away and possibly knocking it Prone.
Divine Smite is a signature ability of the Paladin class in Baldur’s Gate 3. It allows Paladins (and this Bard build) 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 decide whether or not to use it on a given attack. This is important because you can quickly run out of spell slots, limiting damage output. You don’t want to waste a spell slot on a weak creature. Divine Smite isn’t considered a spell and doesn’t require concentration. It simply adds damage via spell slot resources. This will boost your damage, especially with Extra Attack as a Multiclass Bard.
Great Weapon Fighting will help with our consistency and damage. Shield of Faith is a helpful buff spell that increases AC by 2 on one target and requires concentration. Bless is a very helpful spell which surprisingly isn’t a part of the Bard spell selections. This buffs up to three targets and helps percentage chance to land an attack or help saving throws. Command is a powerful crowd control spell and even at level 1, it’s still very useful later in the game. Thunderous Smite is a good spell if you don’t plan on using your bonus action. This would be the case when you want to stun an enemy and don’t need to reapply Combat inspiration or heal with Healing Word.
Your gameplay now is all about closing the distance and attacking with weapon attacks. Expect big damage with Extra Attack combined with Divine Smite. Your primary “buff” spell becomes Blessed and you can combine this with Combat Inspiration on turn one. The Bard Multiclass build will have plentiful crowd control abilities, but be aware that many of them require concentration which will drop Bless or another buff spell. If you’re a Zariel Tiefling you should have two free per long rest Smite spells, which should be consumed first before using a spell slot.
Look towards upgrading your gear, specifically getting anything that helps with mobility and Misty Step scrolls, gear. If you can close the distance, especially on turn one or two, the Bard Multiclass build will do big damage and it’s pretty simple with Divine Smite reactions.
Level 8 Bard Multiclass Spells: Tasha’s Hideous Laughter, Thunderwave, Cure Wounds, Healing Word, Dissonant Whisper, Heat Metal, Hold Person, Glyph of Warding, Fear, Shield of Faith, Bless, Command, and Thunderous Smite.
- Bane (subclass spell): Up to 3 creatures receive a -1d4 penalty to Attack Rolls and Saving Throws.
- Hunter’s Mark (subclass spell): Mark a creature as your quarry to deal an additional 1d6 Slashing Damage whenever you hit it with a weapon attack. If the target dies before the spell ends, you can mark a new creature without expanding a spell Slot.
- Abjure Enemy (subclass ability): Frighten an enemy, they’ll be easier to hit and cannot move. Fiends and undead have Disadvantage on this Saving Throw.
- Vow of Enmity (subclass ability): Gain Advantage on Attack Rolls against an enemy.
- Divine Health (subclass feature): prevents the disease from affecting you.
- Searing Smite (spell selection): Your Weapon deals an extra 1d6 Fire damage and marks the target with Searing Smite. A target with Searing Smite takes 1d6 Fire damage every turn until it succeeds on a Constitution saving throw.
Abjure Enemy and Vow Enmity are not technically spells and consume your Channeled Oath resource, so consider them a utility skill. Bane and Hunter’s Mark are useful spells, but both require concentration. Hunter’s Mark in particular is helpful to do increased damage to a specific target. If you don’t want to use a concentration spell or combat inspiration on turn one, Mark an enemy you intend to attack with your bonus action. Attack and kill the target, which will allow the reapplication of Hunter’s Mark without consuming a spell slot, rinse, and repeat to add damage. Divine Health is a passive feature and is helpful. Searing Smite is another Smite spell, and if you are a Zariel Tiefling, you can use one for free per long rest.
Level 9 Bard Multiclass Spells: Tasha’s Hideous Laughter, Thunderwave, Cure Wounds, Healing Word, Dissonant Whisper, Heat Metal, Hold Person, Glyph of Warding, Fear, Shield of Faith, Bless, Command, Thunderous Smite, and Searing Smite.
Level 10 is our final level with the Paladin and we mainly unlock this level to get an ability improvement.
- Divine Favour (spell selection): Your weapon attacks deal an additional 1∼4 Radiant Damage.
- Ability Improvement (feat selection): Add +2 Strength.
The main decision you have at this level is between +2 Strength or Great Weapon Master (GWM) feat. Typically, we recommend GWM because it increases your damage by 10 but reduces your chance to land. GWM also gives you a bonus action utility which can be helpful for some builds that have almost zero use for bonus actions. However, this Bard Multiclass build has tons of usage for bonus actions like Healing Word, Shield of Faith, Hunter’s Mark, and of course Combat Inspiration.
Our suggestion is this, keep it simple with +2 strength. If you find yourself not having enough damage at this level, or not using your bonus action, then consider GWM feat instead. That’s it for Paladin’s level, we are going to swap to Fighter for a couple of helpful features that will aid our Best Baldur’s Gate 3 Multiclass Bard Build!
Level 10 Bard Multiclass Spells: Tasha’s Hideous Laughter, Thunderwave, Cure Wounds, Healing Word, Dissonant Whisper, Heat Metal, Hold Person, Glyph of Warding, Fear, Shield of Faith, Bless, Command, Thunderous Smite, Searing Smite, and Divine Favour.
To add a third class, select the + sign in the upper right of the leveling screen. The Fighter will unlock a subclass at level 3, but we will be one short. At level 1 in Fighter, you unlock a weak heal at the end game, but another fighting style. Defence Fighting Style while you are wearing armor, you gain a +1 bonus to AC. This bonus is helpful to increase our AC by one passively which aids in enemies missing attacks. Next level we will unlock a very powerful class feature, Action Surge.
Level 11 Bard Multiclass Spells: Tasha’s Hideous Laughter, Thunderwave, Cure Wounds, Healing Word, Dissonant Whisper, Heat Metal, Hold Person, Glyph of Warding, Fear, Shield of Faith, Bless, Command, Thunderous Smite, Searing Smite, and Divine Favour.
Congratulations on reaching the maximum levels with the Best Baldur’s Gate 3 Multiclass Bard Build! Level two with the Fighter will unlock the Action Surge class feature. Immediately gain an extra action to use this turn. This is when your build should feel very powerful, getting an extra action, combined with Extra Attack and Divine Smite. That gives you 4 attacks per turn, each with its own chance to trigger divine smite. Look for Potion of Speed, a Haste spell, which also gives you another action. You can combine these two effects and for one turn, get 6x attacks plus your bonus action.
Below is a list of spells and skills for the Best Baldur’s Gate 3 Multiclass Bard Build:
- Area Damage: Glyph of Warding
- Single Target Damage: Dissonant Whisper, Thunderous Smite, Searing Smite
- Debuff: Bane, Hunter’s Mark
- Buff: Shield of Faith, Bless, Divine Favour
- Crowd Control: Tasha’s HIdeous Whisper, Hold Person, Heat Metal, Fear, Command
Essentially, debuff or buff depending on the turn and party composition and look to close the gap and get close to enemies. Use melee weapon attacks and trigger divine smite for extra damage. Use crowd control sparingly if you need to prevent an enemy attack or damage. Rely on damage in the melee range and enjoy the Best Baldur’s Gate 3 Multiclass Bard Build!
Level 12 Bard Multiclass Spells: Tasha’s Hideous Laughter, Thunderwave, Cure Wounds, Healing Word, Dissonant Whisper, Heat Metal, Hold Person, Glyph of Warding, Fear, Shield of Faith, Bless, Command, Thunderous Smite, Searing Smite, and Divine Favour.
Recommended Gear for Baldur’s Gate 3 Multiclass Bard Build
In Games like Baldur’s Gate 3, you’ll explore the world, loot chests and your enemies’ dead bodies, and complete quests and all those activities can reward you with useful items, potions, armor, weapons, scrolls, and much more. There are three Acts in BG3, and the Best Baldur’s Gate 3 Multiclass Bard Build includes suggested sets and alternatives for Act 1 and Act 3.
Beginner: Starting the Game
Below is the best beginner gear for the Best Baldur’s Gate 3 Bard Multiclass Build:
|Gear Slot||Best Gear Item|
|Chest||Adamantine Scale Mail|
|Gloves||Gloves of the Growling Underdog|
|Boots||Disintegrating Night Walkers|
|Necklace||Amulet of Misty Step|
|Weapon 1 Main Hand||Sword of Justice|
- Haste Helm: At the start of combat, the wearer gains 1.5m movement speed for 3 turns. Locked chest near the Ancient Rune Circle in the Blighted Village X 32, Y 403.
- Adamantine Scale Mail: AC 16 and all incoming damage is reduced by 1. Can be forged with Scale Mail Mould and Mithral Ore at Grymforge.
- Alternative: Hedge Wanderer Armour: Balance: Gain a +1 bonus to Dexterity Saving Throw and Checks. Sold by Arron in the Druid Grove.
- Gloves of the Growling Underdog: The wearer gains an Advantage on melee attack rolls while surrounded by 2 or more foes. Chest behind Razglin’s throne room. (X295 Y69).
- Disintegrating Night Walkers: the wearer cannot be Enwebbed, Entangled, or Ensnared and can’t slip on Grease or Ice and gain Misty Step. Obtained in Gyrmforge as part of Free True Soul Nere questline.
- Alternative: Boots of Speed Allows the wearer to Dash as a bonus action. Give an antidote to Thulla in Myconid Colony.
- Amulet of Misty Step: Grants Misty Step Level 2 Conjuration Spell. Found in a Gilded Chest (X386 Y8) in Defiled Temple
- Crusher’s Ring: Movement Speed increased by 3m. Can be looted or stolen from Crusher in the Goblin camp in Act 1
- Caustic Band: weapon gains +2 Acid damage. Obtained from merchant Derryth Bonecloak in the Myconid Colony in the Underdark.
- Sword of Justice: 2d6 + 1 slashing and free Shield of Faith spell. Found in Act 1 near Karlach.
The following table presents the best advanced and end-game gear for the best Bard Multiclass Build in Baldur’s Gate 3:
|Gear Slot||Best Gear Item|
|Gloves||Gauntlets of Hill Giant Strength|
|Necklace||Amulet of Greater Health|
|Ring||Ring Of Regeneration|
|Weapon 1 Main Hand||Balduran’s Githslayer|
|Weapon 2 Ranged||Darkfire Shortbow|
- Birthright: Charisma +2 (capped at 22 max). Can be purchased at Sorcerous Sundries in Act 3.
- Alternative: Helm of Balduran: cannot be a stunned or critical strike, and +1 AC and saving throws. Obtained in Act 3, Dragon’s Sanctum on an altar X: 636 Y: -964.
- Fleshmelter: when damaged with melee, that creature takes 1d4 acid damage. Obtained in Chest in House of Healing Morgue.
- Alternative: Cindermoth Cloak: A creature that damages the wearer within 2m receives Burning. Looted from Aelis Siryasius in the Lower City Sewers in Act 3.
- Helldusk Armour: AC 21, gives proficiency, grants flying spell, resistance to fire, and lowers damage from all sources by 3. Dropped by Raphael in the House of Hope.
- Alternative: Flame Enamelled Armour 16 AC, +2 initiative, fire resistance, +2 saving throws, Fire Shield per long rest. Found in chest at Wyrm’s Rock Fortress at X: -28 Y: 184
- Gauntlets of Hill Giant Strength: Wearer’s strength increased to 23. Obtained in Archive of the House of Hope.
- Alternative: Gloves of Dexterity increase Dexterity to 18 and increase Attack Rolls by 1. Sold by A’jak’nir Jeera at Crèche Y’llek.
- Helldusk Boots: cannot be forcibly moved, gain Hellcrawler teleport ability. Obtained in a locked chest, Wyrm’s Rock Fortress X: -32 Y: 219.
- Amulet of Greater Health: Increases the wearer’s Constitution score to 23. Can be found in the House of Hope in Baldur’s Gate City.
- Alternative: Surgeon’s Subjugation Amulet: On a critical hit, cause Paralyze to target for two turns.
- Killer’s Sweetheart: When you kill a creature, your next Attack Roll will be a Critical Hit. Obtained from the Self-Same Trial in the Gauntlet of Shar in Act 2.
- Alternative: Ring of Protection Increases AC and Saving Throws +1. Steal the Sacred Idol quest reward in Act 1.
- Ring Of Regeneration: At the beginning of your turn, heal yourself for 1d4 HP. Sold by Rolan at Sorcerous Sundries.
- Alternative: Ring of Free Action cannot be Paralyzed, restrained, and ignore difficult terrain. Bought from Araj Oblodra in Moonrise Towers Act 2.
- Balduran’s Giantslayer: 2d6 + 3 slashing, double the damage from your Strength Modifier, grants you Advantage on Attack Rolls against Large, Huge, or Gargantuan creatures, and Giant Form ability. Obtained as a reward for completing the Wyrmway trials in Act 3.
- Alternative: Sword of Chaos 2d6 + 2 slashing and gain 1-6 HP on hit. Looted from Sarevok during Act 3.
- Darkfire Shortbow: 1d6 + 2 piercing and resistance to fire, cold, and cast Haste once per long rest. Sold by trader Damon Act 2 Last Light Inn X: -35 Y: 169.
Consumables, Potions, and Items
Consumables are items that can be used once and then destroyed. They are typically used to restore health or other resources. Some common types of consumables include potions, scrolls, food, drinks, and arrows.
The following list represents the best individual use consumable items that will aid in the Best Baldur’s Gate 3 Multiclass Bard Build:
- 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.
- Elixir of Darkvision: (only non-Darkvision race): Drink to gain the ability to see in the dark up to 12m.
Best Baldur’s Gate 3 Multiclass Bard Build Guide Summary
- College of Valour (Bard)
- Oath of Vengeance (Paladin)
- No Subclass (Fighter)
- Strength – 16
- Dexterity – 14
- Constitution – 14
- Intelligence – 8
- Wisdom – 9
- Charisma – 14
- Level 1 – Vicious Mockery
- Level 2 – Jack of All Trades
- Level 3 – College of Valour Subclass
- Level 4 – Feat +2 Strength
- Level 5 – Font of Inspiration
- Level 6 – Extra Attack
- Level 7 – Multiclass to Paladin
- Level 8 – Great Weapon Fighting
- Level 9 – Hunter’s Mark
- Level 10 – Feat +2 Strength
- Level 11 – Multiclass to Fighter
- Level 12 – Action Surge
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