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 7 version of Baldur’s Gate 3.
Multiclass Paladin Build Guide
Our Multiclassed Paladin build in Baldur’s Gate 3 will start with the Oath of Vengeance subclass, and then add levels from the Fighter class into the Battle Master subclass.Consider this a heavy armour, melee-focused damage dealer. Moreover, 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.
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.
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 Explained
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:
Class | Gained Proficiency |
---|---|
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 |
Sorcerer | – |
Warlock | Light armor, Simple Weapons |
Wizard | – |
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.
Here is the best multiclass choice for a Paladin build in Baldur’s Gate 3:
Fighter | Sorcerer |
---|---|
Action Surge | Metamagic |
Fighting Style | Spell Selection |
Battle Manoeuvers | Ranged 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.
Character Creation
Best Race for Multiclass Paladin
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.
Here is the best race choice for a multiclass Paladin build in Baldur’s Gate 3:
Best Background for Multiclass Paladin
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.
Best Ability Score for for Multiclass Paladin
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.
Below is the best ability score for a multiclass Paladin in Baldur’s Gate 3:
- Strength – 16
- Dexterity – 10
- Constitution – 14
- Intelligence – 8
- Wisdom – 10
- Charisma – 16
Best Skills for for Multiclass Paladin
Persuasion and Insight are the best skills for the multiclass Paladin because they complement your build when exploring the environment.
Companions
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.
Related:
Multiclass Paladin Build – Level Progression in Baldur’s Gate 3
Level 1
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.
Multiclass Paladin at Level 1
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.
Multiclass Paladin Gameplay & Priorities
In the early levels of BG3, the Multiclass Paladin will have dreadful mobility. Thus, you need to find and equip a back-bar ranged weapon like a Heavy Crossbow from Lae’zel or bought at traders. 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 and Oil of Accuracy. You can combine these two for huge damage increases and your Paladin will feel very powerful immediately.
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, chooses a fighting style, and Divine Smite.
- 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.
Divine Smite Unlocked on a Level 2 Multiclass Paladin
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 critical 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.
Smite Spells on a Level 2 Multiclass Paladin
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.
Multiclass Paladin Level 2 Prepared Spells: Command, Shield of Faith, Divine Favour, Searing Smite, and Thunderous Smite.
Level 3
Level three the multiclass Paladin, will unlock another level 1 spell slot, Divine Health, and subclass features. Here’s a list of what happens as a level 3 Paladin:
- 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.
Gameplay at Level 3 Multiclass Paladin
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 newly 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.
Multiclass Paladin Level 3 Prepared Spells: Command, Shield of Faith, Divine Favour, Searing Smite, Thunderous Smite, and Wrathful Smite.
Level 4
At level 4, the multiclass Paladin unlocks one new prepared spell, an additional Lay on Hands Charge, and a feat.
- 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 Explained
Great Weapon Master (GWM) is a massive boost to our kill potential and makes your bonus action 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.
Level 5
At level 5, the multiclass Paladin unlocks Extra Attack, two level 2 spell slots, one new prepared spell, and two always prepared subclass spells.
- 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.
Gameplay at Level 5 Multiclass Paladin
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 pick up 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.
Level 6
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.
Also Check:- BG3 Interactive Map
Ending Act 1 with Multiclass Paladin
At this point in the game, you should be close to transitioning out of Act 1. Make sure to visit merchants and stock up on camp and alchemy supplies. Moreover, make sure to seek out the best Act 1 items. There are also permanent bonuses you don’t want to miss in Act 1. Lastly, Grymforge has powerful armor and weapons (Adamantine) that can aid you well into Act 3. Consider taking the time to collect the crafting items before transitioning to Act 2, where you won’t be able to return to the Act 1 map.
Multiclass Paladin Level 6 Prepared Spells: Command, Shield of Faith, Divine Favour, Searing Smite, Thunderous Smite, Wrathful Smite, Cure Wounds, and Branding Smite.
Level 7
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 every fight. The trick to this ability is to 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!
Multiclass Paladin Level 7 Prepared Spells: Command, Shield of Faith, Divine Favour, Searing Smite, Thunderous Smite, Wrathful Smite, Cure Wounds, and Branding Smite.
Level 8
With 3 levels into Fighter, our multiclass Paladin unlocks a subclass and we will select the Battle Master Fighter. Below are the following suggestions when selecting Manoeuvre:
- Battle Master Subclass: Gain 4 Superiority Dice that fuels your Battle Master maneuver.
- 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 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. A 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 retaliator 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.
Multiclass Paladin Level 8 Prepared Spells: Command, Shield of Faith, Divine Favour, Searing Smite, Thunderous Smite, Wrathful Smite, Cure Wounds, and Branding Smite.
Level 9
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.
Multiclass Paladin Level 9 Prepared Spells: Command, Shield of Faith, Divine Favour, Searing Smite, Thunderous Smite, Wrathful Smite, Cure Wounds, and Branding Smite.
Level 10
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.
Gameplay at Level 10 Multiclass Paladin
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.
Multiclass Paladin Level 10 Prepared Spells: Command, Shield of Faith, Divine Favour, Searing Smite, Thunderous Smite, Wrathful Smite, Cure Wounds, Branding Smite, and Magic Weapon.
Level 11
At level 11 and 7 into Paladin, you gain another level 2 spell slot, subclass feature, and one prepared spell.
- 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.
Related:
Level 12
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 the Strength ability score to 21 until a 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 are 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 | Effect |
---|---|---|
Head | Helmet of Smiting | Smite gives HP |
Cape | – | |
Chest | Adamantine Splint Armour | 18 AC |
Gloves | Gloves of the Growling Underdog | Advantage on Melee |
Boots | Disintegrating Night Walkers | Free Misty Step |
Necklace | Moondrop Pendant | No Opportunity Attacks |
Ring | Crusher’s Ring | Increase Movement |
Ring | Caustic Band | Poison Damage |
Weapon 1 Main Hand | Sword of Justice | 2d6 Slashing |
Weapon 2 Ranged | Titanstring Bow | Add STR modifier |
List of best Multiclass Paladin Equipment in Act 1:
- Helmet of Smiting: Located in Underdark Selûnite Outpost X: 163 Y: -248 (Alternatives Haste Helm, Cap of Wrath, or Grymskull Helm).
- 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. (X:295 Y:69) (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).
- Moondrop Pendant: Sealed chest inside the Owlbear Nest (Alternatives Amulet of Branding, 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 Silver Sword of the Astral Plane, or Everburn Blade).
- Titanstring Bow: Brem in Zhentarim Hideout (Alternatives Bow of Banshee, Spellthief, or Giantbreaker).
Advanced: End-Game
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 | Effect |
---|---|---|
Head | Helm of Balduran | Self-healing |
Cape | Fleshmelter | Return Damage |
Chest | Helldusk Armour | 21 AC |
Gloves | Gauntlets of Hill Giant Strength | 23 Strength |
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 | Balduran’s Giantslayer | Best Greatsword |
Weapon 2 Ranged | Darkfire Shortbow | Gives Haste |
Below is a list of the best Act 3 Equipment for the Multiclass Paladin Build:
- Helm of Balduran: Obtained in Dragon’s Sanctum (Alternatives Helldusk Helmet, Sarevok’s Horned Helmet, or Mask of Soul Perception).
- Fleshmelter: Found in Chest in House of Healing Morgue (Alternative Cloak of Protection).
- Helldusk Armour: Dropped by Raphael in the House of Hope (Alternatives Armour of Devotion, Armour of Persistence, Bhaalist Armour).
- Gauntlets of Hill Giant Strength: Obtained in Archive of the House of Hope (Alternatives Helldusk Gloves, Legacy of the Masters, or Gloves of Soul Catching).
- Helldusk Boots: In a locked chest, Wyrm’s Rock Fortress X: -32 Y: 219 (Alternative Disintegrating Night Walkers).
- Amulet of Greater Health: Found in the House of Hope in Baldur’s Gate City (Alternative Surgeon’s Subjugation Amulet, or Periapt of Wound Closure).
- 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).
- Balduran’s Giantslayer: Obtained as a reward for completing the Wyrmway trials (Alternatives Sword of Chaos, or Silver Sword of the Astral Plane).
- Darkfire Shortbow: Sold by trader Damon Act 2 Last Light Inn X: -35 Y: 169 (Alternative Fabricated Arbalest).
Best Multiclass Paladin 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 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.
- Elixir of Darkvision: (only non-Darkvision race): Drink to gain the ability to see in the dark up to 12m.
Multiclass Paladin Changes in Patch 7 for BG3
The arrival of Patch 7 for Baldur’s Gate 3 has brought no major balance changes to the Multiclass Paladin. Overall, most builds, combat, and gameplay elements remained untouched, so if you are familiar with the class, almost all remain the same.
Larian Studios’ main focus in this patch is mods. The game now features a modding toolkit and an in-game mod manager, allowing players to create and install mods directly within the game. Furthermore, Patch 7 also includes several new cinematics and endings for evil characters. Therefore, this best Multiclass Paladin Build Guide remains unchanged for Baldur’s Gate 3 Patch 7.
Best Baldur’s Gate 3 Multiclass Paladin Build Guide Summary
- Oath of Vengeance (Paladin)
- Battle Master (Fighter)
Armor: Heavy
Weapon: Greatsword
Background: Soldier
- Strength 16
- Dexterity 10
- Constitution 14
- Intelligence 8
- Wisdom 10
- Charisma 16
Level Progression
- 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
Looking For More About Baldur’s Gate 3?
Thank you for reading Best Baldur’s Gate 3 Multiclass Paladin Build guide. We provide the latest news and create guides for Baldur’s Gate 3. Also, watch me play games on Twitch or visit my YouTube channel!