This Multiclass guide focuses on the Multiclass Paladin in Baldur’s Gate 3, combined with the Fighter class, to create a powerful build.
This build has been updated for the patch 4 version of Baldur’s Gate 3.
Multiclass Paladin Build Guide
The Paladin class in Baldur’s Gate 3 is a powerful and versatile class that combines the best of both worlds: melee combat and spellcasting. Paladins are skilled in wearing heavy armour and wielding martial weapons, and they have access to a variety of spells that can be used to heal buff allies, debuff enemies, and add damage with Divine Smite.
This Paladin build is focused on multiclassing. Multiclassing, meaning combining two classes, Paladin and Fighter further increases this build’s potential in BG3 combat. Moreover, this guide will walk you through creating the Best Baldur’s Gate 3 Multiclass Paladin Build Guide. Consider this a heavy armour, melee-focused damage dealer. This build will provide some of the highest single-target damage in BG3, and using both the Paladin and Fighter will create a fun and unique Paladin playstyle.
Multiclass Paladin Build Features
The following list presents all the essential Multiclass Paladin Build Mechanics and Features in Baldur’s Gate 3:
- Primary Ability: Strength
- Saving Throws: Strength and Constitution
- Hit Dice: Paladins use the d10 hit die.
- Armour Proficiency: Light Armour, Medium Armour, Heavy Armor, Shields
- Weapon Proficiency: Simple Weapon, Martial Weapons
- Channeled Oath Charges: Paladin-specific resource that allows the casting of spells and abilities.
- 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.
- Lay on Hands: Paladin skill uses 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: A 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 one turn.
- Divine Smite: Deals additional 2d8 Radiant damage on weapon damage.
- Gain Divine Health: Prevents the disease from affecting you.
- Defence Fighting Style: While you are wearing armor, you gain a +1 bonus to AC.
- Second Wind: Heal yourself with a bonus action.
- Action Surge: Gain one additional action, acquired at level 2.
- Extra Attack: You can make an additional free attack after making an unarmed or weapon attack.
- Battle Master Subclass: Gain four Superiority Dice, which are d8s, obtained at level 3.
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, like Fighter heavy armour. You also cannot multiclass when playing on Explorer Difficulty.
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|
Paladin Divine Smite Explained
Divine Smite is a signature ability of the Paladin class in Baldur’s Gate 3. It allows Paladins 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 Paladins can quickly run out of spell slots, limiting their 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 with spell slot resources. For this build, we will want to primarily use our Divine Smite and spell slots while doing martial weapon attacks, rather than a prototypical spellcaster. Consider Divine Smite an additive damage source and your spell slots are resources to add damage.
Best Paladin Multiclass
The best class for the Paladin to multiclass into is the Fighter because you can get the Action Surge, Fighting Style, Extra Attack, and Crowd Control. Also, a secondary multiclass choice for Paladin is the Sorcerer for players who want more spell-casting options without the focus on melee damage.
For this build, we recommend four levels of investment into the Fighter class. This will give you one feat, subclass, Action Surge, and a Weapon Fighting Style. With this 8/4 split of 8 Paladin, 4 Fighter, you will still retain the Paladin’s identity and many spell slots, and gain the benefits of early Fighter levels. Additionally, you will have access to three feats overall, which will be very important at mid to late game as your power increases.
For this Paladin multiclass Build, we will initially invest into 5 levels of Paladin to unlock Extra Attack, Divine Smite, and spell slots. Then, switch to 4 levels of Fighter to unlock a feat, subclass, and Action Surge. This will allow you to feel the blend of class power and performance during the mid to later parts of the game rather than just the end. Finally, you will go back into the Paladin class and finish off the levels by 12. Look below in leveling progression because this can be confusing for the first time.
Half-Orc is the Best Race Choice for a multiclass Paladin because you gain Relentless Endurance, Savage Attack, and Darkvision giving you a balanced racial choice for damage and survivability. However, a secondary choice is the Zariel Tiefling for fire resistance, two Smite spells, and Darkvision.
The best Background for a Paladin is a soldier because it has proficiency in Athletics and intimidation. 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 Paladin Build is 16 Strength, 16 Charisma, and 14 Constitution. This will give your Paladin, Fighter multiclass Build great damage with weapon attacks, spell utility, and a good amount of hit points.
- Strength – 16
- Dexterity – 10
- Constitution – 14
- Intelligence – 8
- Wisdom – 10
- Charisma – 16
The best companions for a Paladin multiclass build in BG3 are Shadowheart, Gale, and Astarion. This will give you a balanced team with a Cleric for support, a Wizard 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): burst damage, lockpicking, and range if needed.
Multiclass Paladin Build – Level Progression in Baldur’s Gate 3
Level one follow 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 Vengeance. Level two will give you the bulk of your spells, in the early game just rely on weapon damage. Your subclass will also give you “always prepared” spells which will not take up a slot in your spell book. At level 5, Vengeance gets Misty Step which drastically increases your mobility without the need for scrolls or gear.
Your goal is to find some heavy armor and a two-handed weapon Greatsword ideally. The first option is Everburn Blade, the Sword of Justice, and Silver Sword all in Act 1. 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. Here’s what you unlock as a level 1 Paladin:
- 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.
- 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. Chasten those who dole out their villainy by wiping their blight from the world forever.
This level won’t contain any spellcasting and is pretty lackluster but quickly increases in power. For this build, we want to start with 5 levels of Paladin initially. The reason why is that Extra Attack is your number one priority. Attacking twice in one turn in combination with Great Weapon Maser and Divine Smite gives you massive damage potential. Once you get two levels into Fighter later on, you can get another action per short rest. This means 5 attacks per turn. Sticking with 5 levels in the Paladin right away, then transitioning to Fighter, is the best way to make this Best Baldur’s Gate 3 Multiclass Paladin Build POWERFUL.
Your unlocks at this level are mainly introducing you to resources and skills. Channeled Oath Charges are your resources mainly used for subclass skills. Lay on Hands is a very useful self-heal and has charges associated with it. And your Oath is very important, depending on your playstyle. If you break your Oath, you can follow this build here: Oathbreaker. You can return to Vengeance at any time with 1,000 gold, so be very careful about your dialogue decisions and actions. Gameplay at this level is simply attack, use Lay on Hands to keep yourself alive, and buckle up for more power coming.
- Command (spell selection): Command a creature to flee, move closer, freeze, drop to the ground, or drop its weapon.
- Shield of Faith (spell selection): Surround a creature with a shimmering field of magic that increases its Armour Class by 2
- Divine Favour (subclass feature): Your weapon attacks deal an additional 1∼4 Radiant Damage.
- Searing Smite (subclass feature): Your weapon flares with white-hot intensity. It deals your weapon damage, an extra 1d6 Fire damage, and marks the target with Searing Smite. Searing Smite: The target takes 1d6 Fire damage every turn until it succeeds on a Constitution Saving Throw.
- Thunderous Smite (spell selection): Your weapon rings with thunder as you strike, pushing your target 3m away and possibly knocking it Prone.
- Divine Smite (class feature): deals 2d8 Radiant weapon damage and consumes a spell slot.
Level two unlocks a lot and feels like a Paladin. The most important is understanding and utilizing Divine Smite. Think of it not as a spell, but as a way to consume your spell slots to add damage to weapon attacks. This is why you can play a Paladin with high strength and mind-numbing single-target damage. You want to turn on the reactions tab “ask” before it applies Divine Smite. This way you don’t chew through spell slots at lower levels when you will most likely kill a target anyway. Spell slot management is very important early and it gets easier as you progress.
For spell selections, Command makes a fantastic crowd-control ability early. Use drop weapon on Fighters and Barbarians and Grovel to knock enemies prone. Shield of Faith is helpful early on squishy allies though requires concentration so be careful not to cast another spell with it. Moreover, you can cast after a Long Rest and leave it on an ally or yourself to increase survival. Divine Favour is another way to add some extra damage but typically not a go-to ability.
Next, we have Smite spells which I rarely use. The reason is that they consume an action and a bonus action. Early on this isn’t an issue, but with this build at level 4 and beyond, your bonus action becomes precious. You will be able to use it to do another attack if you critically strike or kill another target, so typically not a go-to spell even though they are “flashy” animations. Bonus actions are also great to use consumables for powerful bonuses or good healing so be careful when using Searing and Thunderous Smite. As you get more spell slots, they become more useful in certain situations where you need a bit of damage over time or a chance to lock a target into place.
Now you have some extra firepower with spell casting and Divine Smite in your Paladin multiclass arsenal. What I recommend is playing similarly to a melee damage dealer and using the bulk of your spell slots for smites on targets you can nearly kill with weapon attacks. The Command spell is your go-to for stuns, Shield of Faith for survival, and Lay on Hands or potion for healing.
- Divine Health (subclass feature): The divine magic flowing within you prevents disease from affecting you.
- Abjure Enemy (subclass feature): 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 feature): Gain Advantage on Attack Rolls against an enemy.
- Bane (spell selection): Up to 3 creatures receive a -1d4 penalty to Attack Rolls and Saving Throws.
- Hunter’s Mark (spell selection): 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.
- Wrathful Smite (spell selection): Possibly Frightens your target. They will be easier to hit and cannot move.
Level three unlocks another massive group of spells and features. Hunter’s Mark is useful at this level because it uses a bonus action and allows you to do more damage. The nice thing about Mark is, that once you kill a target, you can reapply it for free. This is nice on turn one as you close in the distance for a melee attack to mark a target.
Most likely at this level, you will struggle with mobility (I did). It gets a lot better soon, but look for Amulet of Misty Step in Act 1 which will drastically increase your fun factor playing this build. At level five, the Vengeance subclass gets one free cast of Misty Step, and the combination of the Amulet and Vengeance subclass spell gives you amazing mobility which the class lacks.
The new prepared spell at this level is Wrathful Smite. What’s useful about this Smite is it can frighten targets, meaning they cannot move. If you sense a creature will just run away from you, this can help lock them in place for a kill shot but will consume a spell slot and a bonus action so use it wisely.
- Cure Wounds (spell selection): Heal a creature you can touch for 4~11 Healing.
- Great Weapon Master (feat selection): When a melee attack scores a critical hit or kills a creature, you can make another melee attack as a bonus action. When attacking with Heavy Weapons you are proficient with, attack rolls take a -5 penalty, but their damage increases by 10.
Great Weapon Master (GWM) is a massive boost to our kill potential and makes your bonus action become much more valuable. When you kill an enemy or critically strike one, you then can use a free GWM attack with a bonus action. Next level you will get Extra Attack, which grants two attacks with one action improving the chances of triggering this effect and overall a big boost to your damage.
GWM has another component to it, which increases your damage but makes your attacks more difficult to hit. You can toggle this feature on or off. Depending on your Strength and other factors, this might be very low initially. If so, toggle it off until you increase your Strength or get a Cleric to cast the Bless spell. There are other powerful consumables below in the consumable sections that will help with the percentage of landing an attack and overall damage as well.
Cure Wounds is our spell selection at this level for utility’s sake. The Paladin’s level selection isn’t that impressive beyond the initial selection and mostly we will use Divine Smites over utility spells. Especially next level when you can attack twice per action, making casting spells much weaker and power potential. This is another reason to multiclass the Paladin, the power fades over time and you can gain a lot by adding a class like the Fighter which is coming soon.
Multiclass Paladin Level 4 Prepared Spells: Command, Shield of Faith, Divine Favour, Searing Smite, Thunderous Smite, Wrathful Smite, and Cure Wounds.
- Extra Attack (class feature): You can attack twice, by the Attack action on your turn.
- Hold Person (subclass spell): Hold a humanoid enemy still. They can’t move, act, or react. Attacks from within 3m are always Critical Hits.
- Misty Step (subclass spell): Surrounded by silver mist, you teleport to an unoccupied space you can see.
- Branding Smite (spell selection): deals 2d6 radiant damage and Possibly marks your target with light, preventing it from turning Invisible.
After this level, we will multiclass to the Fighter. Level 5 is a huge boost in power because of Extra Attack. Two attacks with one action, with a chance for a third with a Great Weapon Master trigger. That gives you three chances to also use Divine Smite for mega single-target damage. The build should feel very simple and powerful at this level if you’ve followed the guide.
The Vengeance subclass gets Hold Person a powerful single-target crowd control spell on humanoid enemies. Misty Step is also unlocked increasing your mobility which in turn increases your damage potential. The Misty Step is also a bonus action so you can cast this initially in turn one to close the distance vs. the previous method, where you were waiting 3 turns to finally get in range to attack.
After this level, we want to multiclass into Fighter to pickup some powerful skills and abilities. You will have a decent amount of spell slots, four level 1 spells and two level 2 spells. Use your spell slots mainly for Divine Smite and crowd control when necessary.
Multiclass Paladin Level 5 Prepared Spells: Command, Shield of Faith, Divine Favour, Searing Smite, Thunderous Smite, Wrathful Smite, Cure Wounds, and Branding Smite.
For level 6, we will change classes to Fighter. Simply hit the plus sign in the top right of the leveling panel, then select Fighter. You will need to select a Fighting Style, which Defence is the recommendation. Below is what is unlocked with one level in Fighter as a multiclass Paladin:
- Defence Fighting Style: While you are wearing armor, you gain a +1 bonus to AC. This is a passive benefit at level 1 Fighter and will help with survival.
- Second Wind: Heal yourself for 2-11 with a bonus action.
With one level of investment into the Fighter, you gain a Fight Style. The obvious choice is Defence to increase your Armour Class (AC) by one passively. You also get Second Wind which is a weak heal at higher levels.
At level 7, you take another level into Fighter to unlock Action Surge.
Immediately gain an extra action to use this turn once per short rest. This makes your damage potential increase each and every fight. The trick to this ability is ONLY use it when necessary. You may assume to always use it turn one, but in reality, you might need to use your bonus action to close the distance, buff with a potion, or Hunter’s Mark. You want to close the distance, get in the fray, and have multiple targets or one high-health target to increase your damage.
Action Surge will give you essentially two more attacks with two more chances to trigger Divine Smite. And if you’ve been following along, with Great Weapon Master, another chance to attack, and Divine Smite if you land a critical hit. This is one of the main reasons Fighter is the go-to for Paladin multiclass. But we aren’t done yet!
- Battle Master Subclass: Gain 4 Superiority Dice that fuels your Battle Master manoeuvre.
- Disarming Attack: Spend a superiority die to make an attack that deals additional damage and possibly forces the target to drop the weapons they are holding.
- Trip Attack: Spend a superiority die to make an attack that deals an additional 1d8 damage and possibly knocks the target Prone. The target must be Large or smaller.
- Riposte: When a hostile creature misses you with a melee attack, expend a superiority die to retaliate with a powerful strike that deals an additional 1d8 damage.
With three levels into the Fighter, we gain a subclass, and Battle Master is the obvious choice. You unlock a new resource superiority dice which are used to perform manoeuvre. Why this is so helpful to the Paladin is, you can still use weapon attacks for damage and crowd control. Without Disarming Attack and Trip Attack, you are limited to Command or Hold Person which consumes your actions, and negates your damage entirely.
Trip Attack knocks prone and is a great crowd control ability. Disarming Attack is amazing against Githyanki or any target that relies on weapon damage. Make sure they aren’t immune to this effect by examining the target because some enemies cannot drop weapons. Riposte is great because it uses a reaction to do retalitor damage when a creature misses you. This can happen if you have the right armour setup with high AC giving you even more damage potential passively.
At level 9, you want to take one more level into Fighter to unlock a feat. At this level, I suggest adding +2 to Strength. Depending on your gear sets and potions, this may or may not change your selection. For instance, Gauntlets of Hill Giant Strength give 23 Strength to the user. The issue is, these gloves come very late in the game and without an increase in Strength, your chance to land hits will be low. In essence, aim for 20 Strength at max level, or if you intend to get the Gauntlets the Alert feat can be helpful to get the edge in combat order.
We’ve reached the point where Fighter no longer becomes useful. The level 5 Fighter gets Extra Attack, which we already have and the effect does not stack, thus a completely dead level. In order to swap back to Paladin, hit the big symbol to the right of the Fighter. Your prepared spells might be messed up and need to be reset so keep that in mind.
- Aura of Protection (class feature): You and nearby allies gain a bonus to Saving Throws equal to your Charisma modifier.
- Magic Weapon (spell selection): Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls.
Aura of Protection is unlocked at this level which is helpful for you and nearby allies on saving throws. You can activate this passively and it doesn’t require a resource or spell slot to maintain. The range is a low 3 meters, so mainly this will likely help you only. Make sure to use this as soon as it’s unlocked outside of combat and check if it’s active in your character menu.
Magic Weapon spell is also unlocked, and you can charge up your weapon for a small bonus to damage. The great thing about Magic Weapon is it lasts until a Long Rest, so you can apply it immediately following one and get a powerful bonus. The downside of this spell is that it requires concentration so it can be broken, and it consumes a level 2 spell slot. In essence, if you don’t run out of spell slots during fights, and you want to go into a combat situation with a bit more damage, this is something worth casting beforehand.
- Relentless Avenger (class feature): If you hit an enemy with an Opportunity Attack, your movement speed increases by 4.5m on your next turn.
- Lesser Restoration (spell selection): Cure a creature from disease, poison, paralysis or blindness.
Not much happens at this level beyond some utility features. The reason we want to stick with Paladin here is to reach level 12, which will hit 8 levels in Paladin, thus giving us a feat. This will be helpful to round out our build and overall power potential.
Multiclass Paladin Level 11 Prepared Spells: Command, Shield of Faith, Divine Favour, Searing Smite, Thunderous Smite, Wrathful Smite, Cure Wounds, Branding Smite, Magic Weapon, and Lesser Restoration.
Congratulations on reaching the final level in Baldur’s Gate 3. At level 12, we will finish with 8 levels into Paladin and 4 into Fighter. This final level will unlock one more prepared spell and a feat.
- Compelled Duel (subclass spell): Compel an enemy to attack only you. It cannot attack other creatures.
- Savage Attacker (feat selection): When making melee weapon attacks, you roll your damage dice twice and use the highest result.
The Savage Attacker feat is powerful if you plan on obtaining the Act 3 gear sets listed below. Your other options here are +2 Strength. What this does is increase your chance to land attacks vs. more damage if you land an attack. Go with +2 Strength if you feel your percentage to land is low (sub 70%) at this level and you don’t have access to Gauntlets of Hill Giant Strength. Another trick is to save up and use the Elixir of Hill Giant Strength. This increases Strength ability score to 21 until Long Rest. You can pop these to clear out a bunch of enemies then use three feats without Strength: Great Weapon Master, Alert, and Savage Attacker. This is a bit consumable dependent and can be unreliable but it’s a great option for those that have tons of materials and potions. Thanks for reading the leveling progression, more gear recommendations below for our Best Baldur’s Gate 3 Multiclass Paladin Build.
Recommended Gear for Baldur’s Gate 3 Multiclass Paladin 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 Best Baldur’s Gate 3 Multiclass Paladin Build Guide includes suggested sets and alternatives for Act 1 and Act 3.
Beginner: Starting the Game
Here’s the best beginner gear for Paladin Multiclass Build in Baldur’s Gate 3:
|Gear Slot||Best Gear Item|
|Head||Helmet of Smiting|
|Chest||Adamantine Splint Armour|
|Gloves||Gloves of the Growling Underdog|
|Boots||Disintegrating Night Walkers|
|Necklace||Amulet of Misty Step|
|Weapon 1 Main Hand||Sword of Justice|
|Weapon 2 Main Hand||Giantbreaker|
Best Beginner Paladin Armour in BG3
- Helmet of Smiting: When you apply condition with smite gain temporary hit points equal to Charisma Modifier. Located in Underdark Selûnite Outpost X: 163 Y: -248.
- Adamantine Splint Armour: 18 AC, reduces damage by 2. Obtained in Adamantine Forge crafted with Splint Mould and Mithral Ore.
- Alternative: Chain Mail +1 AC 17 sold from traders around levels 4-6 in Act 1.
- Gloves of the Growling Underdog: gain advantage on melee attacks with 2 or more foes nearby. Found Treasure chest in the Shattered Sanctum X 298 Y 66.
- Alternative: Gloves of Heroism using Channeled Oath spells gives you Heroism 5 temporary hit points. Found on the Rise Road chest X: -674 Y: -401.
- 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.
- Amulet of Misty Step: Grants Misty Step Level 2 Conjuration Spell. You can find it in the chest behind the ogre Polma in the Defiled Temple within the Goblin Camp.
- Alternative: Moondrop Pendant: 50% or lower don’t provoke attacks of opportunity. Obtained in Selûnite Glided Chest in Owlbear Nest.
- Crusher’s Ring: Movement Speed +3m. Can be looted or stolen from Crusher in the Goblin camp in Act 1.
- Alternative: Ring of Absolute Force wearer gains Thunderwave spell. Dropped from Sergeant Thrinn in Grymforge.
- Caustic Band: weapon gains +2 Acid damage. Obtained from merchant Derryth Bonecloak in the Myconid Colony in the Underdark.
- Alternative: The Sparkswall: the wearer cannot be electrocuted and gains resistance to lightning damage. Obtained in a chest in Arcane Tower, Underdark Act 1.
- Sword of Justice: 2d6 + 1 slashing and free Shield of Faith spell.
- Giantbreaker: 1D10 Piercing damage and heavy hitter passive send targets reeling. Obtained by merchant Brem in Zhentarim Hideout.
- Alternative: Githyanki Crossbow: 1d10 + 1 piercing found during Githyanki fight on the Risen Road.
The following table presents the best advanced and end-game gear for Paladin and Fighter Multiclass Build in Baldur’s Gate 3:
|Gear Slot||Best Gear Item|
|Head||Helm of Balduran|
|Gloves||Gauntlets of Hill Giant Strength|
|Necklace||Amulet of Greater Health|
|Ring||Ring Of Regeneration|
|Weapon 1 Main Hand||Balduran’s Giantslayer|
|Weapon 2 Ranged||Darkfire Shortbow|
Best Paladin Gear BG3
- Helm of Balduran: cannot be stunned or critical strike, and +1 AC and saving throws. Obtained in Act 3, Dragon’s Sanctum on an altar X: 636 Y: -964.
- Alternative: Helldusk Helmet cannot be blinded or critical hit, gain +2 bonus to saving throws. Obtained in House of Hope X: -6482 Y: 2939.
- 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, grants flying spell, resistance to fire, and lowers damage from all sources by 3. Dropped by Raphael in the House of Hope.
- Alternative: Armour of Persistence AC 20, reduces damage by 2, gains Resistance & Blade Ward. Sold by Dammon in Forge of the Nine Baldur’s Gate.
- Gauntlets of Hill Giant Strength: Wearer’s strength increased to 23. Obtained in Archive of the House of Hope.
- Alternative: Helldusk Gloves +1 bonus to spell attack rolls and saves. Dropped by Haarlep in House of Hope.
- 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.
- Alternative: Fabricated Arbalest 1d10 + 2 piercing, gain Illuminating Shot and Dazzling Ray. Looted from Enver Gortash in Wyrm’s Rock Fortress.
Best Consumables, Potions, and Items
The following list represents the best individual use consumable items that will aid in our Best Baldur’s Gate 3 Multiclass Paladin Build Guide:
- 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 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 Paladin Build Guide Summary
- Oath of Vengeance (Paladin)
- Battle Master (Fighter)
- Strength 16
- Dexterity 10
- Constitution 14
- Intelligence 8
- Wisdom 10
- Charisma 16
- Level 1 – Paladin Vengeance
- Level 2 – Great Weapon Fighting
- Level 3 – Wrathful Smite
- Level 4 – Great Weapon Master Feat
- Level 5 – Extra Attack
- Level 6 – Multiclass Fighter
- Level 7 – Action Surge
- Level 8 – Battle Master Subclass
- Level 9 – +2 Strength Feat
- Level 10 – Back to Paladin
- Level 11 – Relentless Avenger
- Level 12 – Savage Attacker Feat
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