This guide focuses on the best Paladin build in Baldur’s Gate 3, the Oathbreaker subclass, and includes all components to build a powerful character.
- Class Mechanics
- Paladin Class Features & Mechanics
- Oathbreaker Paladin
- Paladin Divine Smite Explained
- Best Race Choice
- Recommended Skills
- Ability Score
- Paladin Spell Slots
- Paladin Illithid Powers
- Level Progression
- Best Gear
- Consumables, Potions, and Items
- Combat, Gameplay, and Tips
- Build Summary Guide
This build has been updated for the patch 3 version of Baldur’s Gate 3.
Paladin Class Introduction
The Oathbreaker Paladin focuses on aggression, melee range with high damage, and mechanics like Smite, Dreadful Aspect, and Hellish Rebuke, making it a juggernaut on the battlefield. Oathbreaker Paladin is a unique subclass that focuses on darkness and corruption, allowing you to play an antihero or a fallen Paladin seeking redemption. The Oathbreaker Paladin is a great choice for players who are focused on dealing with damage.
The Oathbreaker Paladin is a unique choice that is usually focused on “bad” moral decisions. You can remove this subclass, and it becomes harder to break your Oath in later Acts. The strength of the build is being able to control, manipulate, and summon undead. Consider this the morally grey Paladin that has strayed from their Oath with huge damage and utility.
|Pros of Paladin Build||Cons of Paladin Build|
|Crowd Control||Spell Slot Starved|
|High Burst Damage||Limited Spells|
Paladin Class Features & Mechanics
The following list presents all the essential Paladin Class Mechanics and Features in Baldur’s Gate 3:
- Primary Ability: Charisma
- Saving Throw: Wisdom and Charisma
- Subclass: Oathbreaker
- Armour Proficiency: Light Armour, Medium Armour, Heavy Armor, Shields
- Weapon Proficiency: Simple Weapons, Martial Weapons
- Preferred Weapon: Greatsword
- Preferred Armor: Heavy Armour
- Spiteful Suffering: the target takes 1d4 + Charisma Modifier damage each turn and gains Advantage against the enemy.
- Divine Smite: Spend spell slots to deal additional radiant damage on a successful melee attack.
- Control Undead: You can use your Channel Divinity to control undead creatures.
- Dreadful Aspect: This allows you to do an area-based crowd control CC using an action.
Paladin Spell Mechanics
- Cantrips: are like spells, but you can cast them infinitely, and they don’t take your spell slots. For Paladin, you won’t have access to these unless from a race choice.
- Spell Slots: will use your spell slots, which are a limited resource during combat and will require a long rest in order to refill.
- Prepared Spells: a Paladin mechanic that allows you to swap in and out spells prior to combat.
- Concentration: is a spell mechanic in Baldur’s Gate 3 that some Spells require to maintain and keep their magic active.
Paladin spell casting in general, is limited compared to other classes and builds. But the Divine Smite additional damage mechanic consuming spell slots is the real reason you can do an insane amount of damage. In general, save the spell slots for this usage unless you need a buff, heal, or crowd control.
Paladin Class and Best Subclasses
Here are all the Baldur’s Gate 3 Paladin subclasses:
- Oathbreaker: damage-focused, crowd control, and control undead. Available at level two or higher after you break your Oath by killing an innocent. Pick Devotion to start and switch to this later.
- Oath of the Ancients: nature-based spell-focused, natural world Paladin.
- Oath of Devotion: healing focused, radiant damage, “good” Paladin.
- Oath of Vengeance: Seeks revenge and extra damage when tracking down enemies. Available on the full launch
Oathbreaker Paladin Subclass Features
The Oathbreaker Paladin in Baldur’s Gate 3 has high damage and the ability to control undead. The Spiteful Suffering subclass ability adds necrotic damage to targets and you get Hellish Rebuke adding damage passively. At various levels, you unlock useful spells and skills to control and manipulate undead. Consider this your go-to subclass for the “bad” Paladin playthrough.
Here’s what the Oathbreaker Subclass will unlock for you at various levels in Baldur’s Gate 3:
- Spiteful Suffering (Level 1) – The target takes 1d4+3 Necrotic damage each turn and Attack Rolls against it have Advantage.
- Control Undead (Level 3) – Use the power of your Oath to gain control over an undead creature. The undead will follow you around and attack your enemies.
- Dreadful Aspect (Level 3) – Let your darkest emotions burst forth as a menacing pulse to Frighten nearby enemies.
- Hellish Rebuke (Level 3) – React to your next attacker with flames that deal 2~20 Fire damage.
- Inflict Wounds (Level 3) – 3-30 necrotic damage Putrify a creature with the necrotic energy filling your hands.
- Crown of Madness (Level 5) – Instill madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it’s allied.
- Darkness (Level 5) – Create a dark shroud that Heavily Obscures and blinded condition creatures within.
- Aura of Hate (Level 7) – You and any nearby fiends (and undead) gain additional damage dealt with melee weapons equal to your charisma modifier. The aura disappears if you fall Unconscious.
- Bestow Curse (Level 9) – Curse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs it of its actions.
- Animate Dead (Level 9) – Create an undead servant from a corpse.
How to Become an Oathbreaker Paladin in Baldur’s Gate 3
There are multiple ways to become an Oathbreaker Paladin in Baldur’s Gate 3. You will need to break your promise, which involves attacking and/or killing an innocent NPC. At Level 2, you can initiate this by tricking the two Tieflings holding Lae’zel hostage. Another way is to kill an innocent NPC sleeping. Once this is done, you will receive an NPC dialogue from the Oathbreaker Knight. Go to your camp and talk with him directly in order to access the new subclass.
To become an Oathbreaker Paladin in Baldur’s Gate 3, follow these steps.
- Lie or go back on a promise and kill an innocent (Say ‘I won’t attack, then you attack anyways post dialogue)
- You are visited by the Oathbreaker Knight Cutscene
- Visit your Camp find the NPC Oathbreaker Knight and talk
- Accept your Oathbreaker and gain access to the subclass
- You can drop Oathbreaker and it’s not a permanent choice
Paladin Divine Smite Explained
Divine Smite is a signature ability of the Paladin class in Baldur’s Gate 3. It allows a Paladin to expend a spell slot to deal additional radiant damage to a creature they have hit with a melee weapon attack. The amount of extra damage is equal to 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. The damage increases by 1d8 if the target is an undead or a fiend.
Divine Smite can be toggled on or off in the reactions menu under the user interface. This allows you to make a decision if you want to use it or not. This is very important because the Paladin can run out of Spell Slots quickly, limiting damage. The last thing you want is to expend a spell slot needlessly on a weak creature.
Here are some tips for using the Best Paladin Build to use Divine Smite effectively in Baldur’s Gate 3:
- Save your higher-level spell slots for tougher enemies.
- Use Divine Smite against enemies that are vulnerable to radiant damage.
- Consider using Divine Smite on a critical hit, as this will maximize the amount of damage you deal.
- Don’t be afraid to use Divine Smite multiple times per turn, especially if you are facing a group of enemies.
Noble is the Best Backgrounds for the Best Paladin Build in Baldur’s Gate 3 because you gain proficiency in Persuasion which scales in effectiveness based on your Charisma ability score. This choice mostly influences roleplaying and dialogue options aspects and allows you to create unique characters when playing the Best Baldur’s Gate 3 Paladin Oathbreaker Build.
Here’s a list of the best backgrounds for a Paladin:
- Noble: Proficiency in History and Persuasion. You were raised in a family among the social elite, accustomed to power and privilege.
- Guild Artisan: Your skill in a particular craft has earned you membership in a mercantile guild, offering privileges and protection while engaging in your art. Repairing and discovering rare crafts will bring new inspiration.
- Charlatan: You’re an expert in manipulation, prone to exaggeration, and more than happy to profit from it. Bending the truth and turning allies against each other will bring you success down the road.
Best Race Choice Paladin Build
The Zariel Tiefling is the best race choice for Oathbreaker Paladin in Baldur’s Gate 3 because you get two Smite spells Searing and Branding, Fire Resistance, and Darkvision. With a class and subclass that is spell slot starved, the extra smites give you a massive advantage when playing offensive. A secondary choice is the Half-Orc because of Relentless Endurance racial feature and Savage Attack allows for extra damage and survivability.
Here’s the best Race choice for a Paladin Build:
|Hellish Resistance||Relentless Endurance|
|Branding Smite||Savage Attack|
The Paladin’s racial choice will not influence ability score, as everyone should get a +2 and +1 to spend regardless. This frees your race choice up to not completely hinder yourself based on ability score, but race features. Each of these races offers unique advantages that can enhance your combat prowess, survivability, or utility. Additionally, consider the roleplaying opportunities and character concepts that resonate with you when playing the Best Baldur’s Gate 3 Paladin Oathbreaker Build.
Recommended Skills for Paladin
Athletics and Insight are the best skills for the Paladin in Baldur’s Gate 3 because they complement your class abilities and enhance your effectiveness in various situations. In Baldur’s Gate 3, skills represent the abilities and proficiencies of your character that allow them to perform various actions and interact with the game world. Skills are associated with specific attributes and are used to determine the success or effectiveness of certain actions or abilities. They can be edited during character creation or with companions, during respec or reroll screen.
Here are the best skills for Paladin in Baldur’s Gate 3:
While these skills are well-suited for the build, it’s important to consider your character concept and the specific challenges you may face in Baldur’s Gate 3. The selection of skills should align with your intended playstyle, complement your party composition, and reflect the narrative and roleplaying aspects of your character when playing the Best Baldur’s Gate 3 Paladin Oathbreaker Build.
Best Paladin Ability Score
Below is the best ability score to unlock the full potential of a Paladin in Baldur’s Gate 3:
The Best Ability Score for the Paladin is 16 Strength and 16 Charisma that way your melee abilities will do a lot of damage in combination with spells specifically Divine Smite. The next priority is Constitution to 14 so you have a larger enough health pool to survive. Hitting Strength and Charisma at 16 is critical for the optimal damage setup for the Best Baldur’s Gate 3 Paladin Oathbreaker Build.
After you choose the class, subclass, race, and background, the game will automatically distribute your abilities in the character creation abilities tab. You will need to reprioritize the stats for the chart for an optimal Paladin build. Simply use the plus-minus in the character creator and make sure you have the suggested race, or the numbers will be off. If you don’t reach these numbers due to racial choice, drop your Wisdom lower.
Paladin Spell Slots
Below is a list and chart that shows the levels and spell slots unlocked for the Paladin class in Baldur’s Gate 3:
Paladin Illithid Powers
Illithid Powers are unlocked later in the game when you learn more about the Mind Flayers and tadpoles. You can gain jars of Mind Flayer Parasite Specimens, and consume them to gain one point. This is essentially another skill tree advancement with some very strong powers. If you decide to advance this skill line, these are the choices we suggest.
Here are the best Illithid Powers for the Paladin Build:
- Luck of the Far Realms: When you make a successful Attack Roll against a foe, you can change that hit into a Critical Hit.
- Psionic Backlash: When an enemy within 9m casts a spell, you can use your reaction to inflict ld4 Psychic damage to the caster per the spell’s level. This is a passive and hard counter to casters near you.
- Ability Drain: Once per turn, when you make an Attack Roll, the attack reduces that target’s corresponding Ability by 1. This is another useful passive that helps debuff enemies and doesn’t require action or bonus actions.
- Repulsor: deal 2~12 Damage 1d6 force damage and Force Push anything and anyone back 6m. This is a great aoe knockback and does good damage early in the game.
Keep in mind, that you make an important decision in Act 3 of the game to advance these powers or not. For the sake of not spoiling things, realize there will be consequences when taking these powers with the Best Baldur’s Gate 3 Paladin Oathbreaker Build.
Paladin Level Progression
Level one follow our character creator to pick all correct background, race, skills, and ability distribution focusing on Strength and Charisma. Pick the Vengeance subclass here. Unlike every other subclass in the game, Oathbreaker requires you to be level 2 or higher and break your Oath. So, for now, just pick Vengence and will adjust with subclass passives and features at level 3.
Lay on Hands: Use your blessed touch to heal a creature or cure it of all diseases and poisons. Single target melee heal using action or cure disease.
Divine Sense: Gain Advantage on Attack Rolls against celestials, fiends, and undead. This uses bonus action which can be used in conjunction with an attack costing action.
At level two you gain access to five prepared spells and you can unlock your Subclass. In order to unlock the Oathbreaker Subclass, you need to break your Oath. The fastest way is to betray the Tiefling holding Lae’zel hostage. Additionally, you can lie to goblins blocking the goblin camp and kill them immediately following. Above our character creator walks you through these steps. So, if you don’t see the popup, that is why, you need to pursue it unlike other subclasses in leveling menu.
- Shield of Faith: Surround a creature with a shimmering field of magic that increases its Armour Class by 2.
- Use a bonus action and increase Armour Class by 2. This uses a bonus action and requires concentration and should be used prior to fights where you expect to take the majority of the damage.
- Cure Wounds: Touch a creature to heal it.
- Divine Favor: Your prayer empowers you with divine radiance. Your weapon attacks deal an additional 1d4 Radiant Damage.
- Thunderous Smite: Your weapon rings with thunder as you strike, pushing your target 3m away and possibly knocking it Prone.
- Usage: This attack can be paired with Divine Smite and acts like Crowd Control and knockback when you need a stun. Ideally used when you expect huge incoming damage if an opponent isn’t knocked in prone.
- Searing Smite: Your Weapon deals an extra 1d6 Fire damage and marks the target with Searing Smite. A target with Searing Smite takes 1d6 icon bg3 wiki guide 11d6 Fire damage every turn until it succeeds on a Constitution saving throw.
- Usage: this is your hard-hitting single-target spell that also gives a damage-over-time fire effect. Consider this a good option if you cannot one-shot an opponent and don’t need to Crowd Control them.
Great Weapon Fighting style can also be unlocked at level two. Great Weapon Fighting is a passive feature 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 This minimizes low-damage rolls and keeps your damage high especially using a Two-Handed weapon like a Greatsword.
Level 3 Paladin unlocks and bonuses:
Level three you will unlock another level 1 spell slot, Divine Health and subclass features. At this point, you need to break your Oath so you can unlock the full potential of the build. Do this buy finding an NPC and betraying them? I usually do this entering Blighted Village.
- Gain another level 1 spell slot up to three.
- Gain Divine Health: prevents the disease from affecting you.
- Gain one more prepared spell
- Gain 4 sublcass spells
Command: Command a creature to flee, move closer, freeze, drop to the ground or drop their weapon. This is your crowd control ability that can be used at ranged. My favorite is prone, taking away action and bonus action from a hard hitting enemy. Take this if you have another support character with you.
Hellish Rebuke (subclass feature): The next time you take damage, you use your Reaction to surround your attacker in hellish flames that deal 2d10 fire damage. Amazing utility skill that does some damage back to attackers for you with a reaction not an action.
Inflict Wounds (subclass feature): 3d10 necrotic damage within melee range. This is a very high spell tooltip at beginning and usually a Cleric go to. On a Paladin stick with Smite if you have it.
Dreadful Aspect (subclass feature): Let your darkest emotions burst forth as a menacing pulse to Frighten nearby enemies. A great are based spell that uses channel oath charges (not spell slots). This causes frighten which can lock in enemies in place for you.
Control Undead (subclass feature): Use the power of your Oath to gain control over an undead creature. The undead will follow you around and attack your enemies. A channeled Oath charge which is awesome because you can get a summon that helps with damage passively. You will need to find an undead creature and cast it which it will maintain it’s following you until long rest without the need for concentration. Highly recommend using your oath charge on this ability.
Gameplay at this level revolves around doing damage with melee attacks primarily. You will be spell slot “Starved.” Make sure to click reactions and select ask when it comes to Divine Smite. Otherwise it will do a lot of extra damage for you but consume spell slots rapidly. What ends up happening is, every engagement you’re out and cannot cast Thunderous Smite in conjunction with Divine Smite. Later in level progression, you will have many more slots and thus easier to manage and do damage. Also expect to do long rest A LOT. So stock up on supplies as you are progressing.
Defensive, use Bless prior to combat for offensive potential, or Shield of Faith when you expect to take a lot of damage. Use Thunderous and Searing Smite only on big enemies where you need to kill them in one turn.
Level 3 Paladin Prepared Spells: Searing Smite, Thunderous Smite, Shield of Faith, Divine Favour, Cure Wounds, Command.
Level four gives you a very important decision between increasing your ability score like Strength or taking a feat. Feats give you a big benefit but doing so will have you miss out on Ability Improvements. Simply increasing your main stat strength to 18 is the simplest and easiest way to advance your character. You can do this by selecting ability improvement than +2 to strength.
At level 8 we will take Great Weapon Master feat. This will keep our build simple at the moment, and hitting hard with a better percentage chance with a melee weapon.
You get one additional spell to slot and I recommend Protection from Evil and Good.
- Protection from Evil and Good: Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead. The target can’t be Charmed, Frightened, or possessed by them, and when these creatures attack it, they do so with a disadvantage.
- Usage: this is a niche spell for this build and is not used often. It comes in handy in particular fights where your character is crowd controlled on turn one and does nothing but sit there charmed. Otherwise, take another skill you find more appealing and consider this a flex.
Gameplay: remains unchanged at this level. Expect more damage and better chances to land an attack. Keep leveling to get more spells and more spell slots.
Level 4 Paladin Prepared Spells: Searing Smite, Thunderous Smite, Shield of Faith, Divine Favour, Cure Wounds, Command, Protection from Evil and Good.
Additional effects and bonuses:
- Level 1 Spell Slot Unlocked
- Level 2 Spell Slot Unlocked
- 1 Extra Prepared Spell (take Protection from Poison)
- Extra Attack: Beginning at level, you can attack twice, by the Attack action on your turn. This combined with Divine Smite and the added spell slots allows you to mega single target damage pure turn.
- Subclass Spells
Branding Smite: deals 2d6 radiant damage and Possibly marks your target with light, preventing it from turning Invisible. Another hard-hitting Smite with 2d6 radiant this makes it perfect against specific targets. Don’t sleep on the preventing from turning invisible. Beyond level 5, there are many enemies, and bosses that will attempt to slip away invisible with a potion or a spell. Shut them down with this smite.
Crown of Madness (Oath Spells): Instill madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it’s allied and requires a concentration of 3 turns.
Darkness (Oath Spells): Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Level 5 Paladin Prepared Spells: Searing Smite, Thunderous Smite, Shield of Faith, Divine Favour, Cure Wounds, Command, Protection from Evil and Good, Branding Smite.
At level 6 the Paladin unlocks 1 more prepared spell bringing the total to 9. You also get Aura of Protection.
- Aura of Protection: You and nearby allies gain a bonus to Saving Throws equal to your Charisma modifier.
- Magic Weapon: Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls.
Once you unlock Aura of Protection you need to activate it for its effect. Gameplay not much changes at this level.
Level 6 Paladin Prepared Spells: Searing Smite, Thunderous Smite, Shield of Faith, Divine Favour, Cure Wounds, Command, Protection from Evil and Good, Branding Smite, Magic Weapon.
Level 7 Paladin Unlocks additional level 2 spell slot and Aura of Hate subclass feature.
Aura of Hate (Subclass Feature): You and any nearby fiends (and undead) gain an additional 2 to damage dealt with melee weapons. The aura disappears if you fall Unconscious 3m radius. This is an awesome subclass feature to go along with level 3 control dead and eventually level 9 animate dead. Activate for free first time you unlock and keep it active.
Lesser Restoration: Cure a creature from disease, poison, paralysis, or blindness. Used in rare circumstances, but when an ally is critically paralyzed and you need them to be able to take a turn.
Gameplay: not much changes and we are about to level 8 for a BIG boost in power with one of my favorite feats in the game.
Level 7 Paladin Prepared Spells: Searing Smite, Thunderous Smite, Shield of Faith, Divine Favour, Cure Wounds, Command, Protection from Evil and Good, Branding Smite, Magic Weapon, Lessor Restoration.
Unlock a feat, which we suggest Great Weapon Master.
Great Weapon Master feat which does the following: 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.
The Great Weapon Master feat does two things for you. One, it has a high risk high reward ability to add 10 damage BUT -5 attack roll penalty. As shown in the picture above, this simply reduces your chance to hit the percentage significantly. You can turn this off in the Passive section on your toolbar, which will give you the normal percentage.
Secondly, this feat gives you another chance to hit on a kill or critical hit using a bonus action. This is the real reason the feat is so strong, multiple attacks in a turn, and with this build, you will be getting a lot of critical hits and kills. Combat should therefore be initiated using your action first, saving your bonus action for a Great Weapons Master attack.
At level 9, the Oathbreaker Paladin unlocks 2 Level 3 Spell Slots and two subclass spells.
Bestow Curse (subclass feature): Curse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs it of its actions. This is a semi-week oath skill because it cost an action and simply curse and debuffs the target. I prefer to kill outright and don’t see this being that useful.
Animate Dead (subclass feature): Create an undead servant from a corpse. This is a very useful skill that needs to be used outside of combat. You must find a dead corpse (well, or create one) and then use your level 3 spell slot for it. This acts as a friendly combatant and doesn’t require concentration. It’s worth a level 3 spell slot in my opinion and a great addition to the build.
Elemental Weapon: Imbue a weapon with elemental power. It receives a +1 bonus to Attack Rolls, and deals an additional 1d4 damage of your choice. Consider this an enhanced Divine Favour adding +1 to attack rolls as well. The downside is it cost an action and a level 3 spell slot. However, if you can pre-buff using this before a fight expect even more damage.
Gameplay: At this level, you have even more in your arsenal. Most of the added spells will be used in niche situations. Your bread and butter remain the same, Smite damage. With Blinding Smite you have a hard counter against fellow martial weapon users. Giving the Blind debuff alongside 3d8 radiant damage is massive. Keep things simple and use your off-healing, crowd control, and utility only when needed.
Level 9 Paladin Prepared Spells: Searing Smite, Thunderous Smite, Shield of Faith, Divine Favour, Cure Wounds, Command, Protection from Evil and Good, Branding Smite, Magic Weapon, Lessor Restoration, Blinding Smite, Elemental Weapon.
The level 10 Oathbreaker Paladin unlocks the following in Baldur’s Gate 3:
- Lay on Hands Charge
- Aura of Courage: You and any nearby allies can’t be Frightened. The aura disappears if you fall Unconscious.
- 1 Spell (take Revivify)
- Revivify: Revive a companion. They return to life with 1 hit point. Typically you can throw potions or use the help function but this can be useful for long-range to bring someone back.
Gameplay remains unchanged at this level with more utility.
Level 10 Paladin Prepared Spells: Searing Smite, Thunderous Smite, Shield of Faith, Divine Favour, Cure Wounds, Command, Protection from Evil and Good, Branding Smite, Magic Weapon, Lessor Restoration, Blinding Smite, Elemental Weapon, Revive.
At level 11 the Paladin doesn’t get much beyond an extra spell and another level 3 spell slot. I recommend spending the last two levels multi-classing this class. Investing two levels into Fighter will give you a passive +1 Armour Class (AC) for using armor and a god-tier skill, action surge. If you want to stick with Paladin, you can choose another spell at this level, and at level 12 pick +2 strength feat. However, I suggest taking two levels into Fighter to increase your action potential, which increases your damage significantly.
Having 20 strength with another ability improvement is great. However, you get even more with potions of Hill Giant, 21 and 27 depending on the usage. I typically do not recommend mulit-classing, but the Paladin can really benefit from another action once per fight.
- 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: this skill is unlocked at level one Fighter and is a mediocre heal that is useful during the start of the game. You can use a bonus action, though most potions outperform it.
If you multi-class, this level will feel uneventful, but trust me it’ll be worth it. Prepared Spells remain unchanged from here on out.
With two levels into Fighter, you get access to the awe-inspiring Action Surge. You get an extra action, but the biggest strength is, it doesn’t require any resource to use it. Action Surge is a once per fight usage, but it allows you to cast another spell, attack, dash, etc. It gives you that extra oomph that no other class has.
You take your Paladin with Extra Attack and give it Action Surge for 2x more attacks. You can take this a step further by using either a Potion of Haste or casting Haste on yourself. Then you get another action! If you did the math on that:
- Attack one + extra attack = 2
- Attack two (via Action Surge) + extra attack = 4
- Attack three (via Haste) + extra attack = 6
- Great Weapon Master via critical strike or kill = 7 (if you have a bonus action)
The Paladin at level 12 with this setup has so much firepower it’s remarkable. Again, if you wanted a traditional Paladin for all 12 levels, take ability improvement +2 strength or the Alert feat which helps with going early. We hope you enjoyed this build and check out the gear section for more.
Best Companions for Paladin Oathbreaker in Baldur’s Gate 3
Companions for the Best Paladin Build, we recommend range and support characters. The idea is, your character charges in melee range with support, range damage, or even stealth attacks. If you have multiple melee characters, 2-3, it can be troublesome in close-quarters combat.
- 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.
It’s important to note that party composition and synergy play a significant role in determining the effectiveness of your companions. Consider the strengths and weaknesses of each companion and how they align with your main character’s abilities and playstyle. You can go more range with Wyll or a double melee setup with Lae’zel. Also, feel free to swap out and explore different options.
Best Gear for Baldur’s Gate 3 Paladin Oathbreaker Build
Beginner: Starting the Game
Here’s the best beginner gear for Paladin Oathbreaker 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|
- 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 Oathbreaker 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|
- 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 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 Paladin Oathbreaker 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.
Paladin Combat, Gameplay, and Tips
Here are 10 gameplay tips specifically for playing a the Best Baldur’s Gate 3 Paladin Oathbreaker Build:
- Spell Slots: use your spell slots wisely, especially for Divine Smite and Healing
- Divine Smite: use this extra damage source on the hardest to defeat enemies and save your spell slots for when you really need it.
- Healing: use potions that consume bonus actions or Lay on Hands for yourself or an ally.
- Heavy Armor: find and equip this early for needed AC.
- Crowd Control: make sure to CC enemies with Thunderous Smite or a Companion ability to limit damage.
- Pre-Buff: cast Blessed prior to combat to get a roll Advantage.
- Range: don’t forget to equip a ranged weapon to ensure you can do damage on nearly every turn.
- Long Rest: use the rest at camp function to regain spell slots and don’t go into a fight with zero.
- Great Weapon Master: focus on low-health targets with your first action to strike a kill and another attack with Great Weapon Master.
- Toggle Reactions: make sure both Divine Smite and Great Weapon Master are toggled on or off when you need them.
Baldur’s Gate 3 Paladin Oathbreaker Build Summary Guide
- Strength: 16
- Dexterity: 10
- Constitution: 14
- Intelligence: 8
- Wisdom: 10
- Charisma: 16
- Level 1 – Pick Any Subclass
- Level 2 – Break Oath Goblin Camp
- Level 3 – Command
- Level 4 – Feat +2 Strength
- Level 5 – Branding Smite
- Level 6 – Magic Weapon
- Level 7 – Lesser Restoration
- Level 8 – Great Weapon Master
- Level 9 – Blinding Smite
- Level 10 – Aura of Courage
- Level 11 – Multiclass Fighter
- Level 12 – Action Surge
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