This solo guide focuses on the key aspects of a Paladin build in Baldur’s Gate 3 (BG3), intended to play solo without companions.
This build has been updated for the patch 6 version of Baldur’s Gate 3.
Best Solo Paladin Build Guide
The Paladin class in Baldur’s Gate 3 is one of the best for solo play due to its Extra Attack, Divine Smite, weapon, and armor choices.
While Paladin can be complex, this class possesses a wide array of skills, spells, and abilities to aid in combat. The Paladin gains heavy armour, and martial weapon proficiency, allowing you to use any weapon and gear combination in the game. What separates the class from others is the ability to use Divine Smite and amplify damage, while doing two attacks per action.
For this Paladin Solo Build, we will make the most out of actions per turn. Therefore, we will multiclass into both the Rogue Thief and the Fighter Battle Master classes and subclasses. Multiclassing in this way will provide the most per-turn damage possible. For a solo build to work, you need to eliminate and decimate the enemies on turn one. Let us explain this guide, Best Baldur’s Gate 3 Solo Paladin Build, in detail below.
Solo Paladin Build Features
The following list presents all the essential solo 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
- Subclasses: Vengeance, Thief, Battle Master
- Divine Smite: Deals additional 2d8 Radiant damage on weapon damage.
- 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.
- Extra Attack: allows two attacks with one action.
- Sneak Attack: Deal additional damage while having an Advantage.
- Bonus Actions: Rogues can use bonus actions for multiple attacks per turn.
- Cunning Action: Hide, Dash and Disengage
- Fast Hands: Additional Bonus Action
- Action Surge: Immediately gain an extra Action to use this turn. Recharges on a Short Rest.
- Defence Fighting Style: While you are wearing armor, you gain a +1 bonus to AC.
- Battle Maneuvers: Gain four Superiority Dice, which are d8s for additional skills.
Related:
How to Play the Paladin Solo in Baldur’s Gate 3
Playing Baldur’s Gate 3 solo is an option, whether you choose to go without companions or recruit and later dismiss them to your camp. While taking on the game solo with a Paladin build can pose challenges, completing the entire game solo on Tactician difficulty is achievable.
The most crucial advice for solo play in BG3 revolves around maximizing action and bonus action utility. Utilizing a combination of classes, consumables, and strategic tricks can enhance your actions or bonus actions per turn. Ideally, the goal is to wrap up combat within a single turn, concentrating all your damage output to eliminate an entire group of enemies. The image above shows proof of concept of this Paladin Solo build at the end-game, Act 3 level 12.
You can have a maximum of 4 actions per turn, each attacking twice. Moreover, with the Great Weapon Master feat, you can attack with your bonus action. This gives the Paladin a 9 attack per turn possibility, all with added Divine Smite damage. This setup is designed for maximum effectiveness on turn one using melee damage and Divine Smite.
Solo Paladin Gameplay Tips
Below are 10 gameplay tips on how to play the best Paladin build in BG3 Solo:
- Loot Effectively: Gather valuable items throughout your adventure by looting enemies and containers. Regularly sell or trade these items to acquire gold for essential consumables, potions, and ammunition.
- Harness Crafting: Crafting elixirs and potions is crucial for your survival and success. Gather crafting materials through trading or exploration to create these valuable items.
- Prioritize Early Leveling: Focus on completing quests and progressing through the game’s early stages to reach level 5. This milestone unlocks powerful abilities that significantly enhance your character’s capabilities.
- Maintain Inventory Management: Regularly sell or store excess items to manage your carrying capacity effectively. Utilize the traveler’s chest to securely store items that you don’t need for immediate use.
- Initiate with Stealth: Whenever possible, initiate combat from a stealth position to gain the Surprise status effect on your enemies. This tactical advantage can significantly impact the outcome of a battle.
- Illithid Powers: Consider utilizing Illithid Powers, even if they alter your character’s appearance. These powers can provide potent abilities that enhance your combat prowess.
- Combine Oils and Elixirs: Unleash the dual benefits of oils, coatings, and elixirs by applying them during combat. This synergistic approach can amplify your offensive capabilities.
- Potion Synergy: Combine the effects of a Potion of Speed and Bloodlust to gain additional actions per turn. This potent combination can turn the tide of battle in your favor.
- Embrace Persuasion: Before resorting to combat, attempt to resolve conflicts through dialogue and persuasion. This non-violent approach can often lead to favorable outcomes.
- Actions & Bonus Action: Make sure to expand all of your actions each turn and don’t let them go to waste.
Character Creation
Race
For a solo Paladin build in Baldur’s Gate 3, the Half-Orc and Duergar Dwarf races stand out as the best choices. The Half-Orc’s innate abilities, including enhanced critical damage, resilience, and intimidation. The Duergar Dwarf Enlarge Spell and Invisibility, aiding in damage and defensive capabilities.
Here is the best race choice for a solo Paladin build in Baldur’s Gate 3:
Background
The best Background for a solo Paladin is a Soldier because you gain 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.
Insight and Persuasion are the best skills for the Paladin Solo build. These skills help while exploring the environment in BG3.
Ability Score
The Best Ability Score for a solo Paladin Build is 16 Strength, 16 Charisma, and 14 Constitution. Strength determines your chance to land melee weapon attacks and overall damage. Charisma helps with spellcasting and Divine Smite. Constiution aids in concentration-based spells and overall hit points. With this split, you will have an effective melee damage dealer with spellcasting.
Below is the best ability score for a solo Paladin in Baldur’s Gate 3:
- Strength -16
- Dexterity – 10
- Constitution – 14
- Intelligence – 8
- Wisdom – 10
- Charisma – 16
Alternatively, you can go with 17 Strength and 8 Wisdom. This requires you to gain two Permanent bonuses to reach 20 Strength. Act 1 Auntie Ethal and Act 3 Mirror with Shadowheart side quest. Moreover, with Guantlets of Strength, you can achieve 23 strength without a potion, or early in the game, use Elixir of Hill Giant Strength. The aforementioned ability score is easier to manage and less punishing if you make a mistake.
Related:
Best Solo Paladin Build – Level Progression in Baldur’s Gate 3
Level 1
At the first level, adhere to our character creator to make informed choices regarding background, race, skills, and ability score. Additionally, select your subclass, and for this build, opt for Vengeance due to increased mobility at level 5. Moving on to the second level, you’ll gain the majority of your spells—initially, focus on weapon damage in the early game. Your chosen subclass will grant “always prepared” spells that won’t occupy a slot in your spell book.
Next, acquire heavy armor and a two-handed weapon Greatsword. 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 and remove her from your party after the prologue. 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: No Mercy for the Wicked.
Paladin Gameplay
While this level doesn’t involve spellcasting and may seem underwhelming, it sets the foundation for a rapidly escalating power surge. For this build, prioritize acquiring five levels in Paladin initially. The primary reason for this is to secure the Extra Attack feature. This ability enables two attacks per turn, which, when coupled with Great Weapon Master and Divine Smite, unleashes immense damage potential. Later on, you can transition to the Rogue Thief combination for an additional bonus action. Then, finish with the Fighter Battle Master for action surge, the best strategy for the Best Baldur’s Gate 3 Solo Paladin Build.
At this level, your primary focus is on familiarizing yourself with resources and skills. Channeled Oath Charges serve as your primary resource, primarily utilized for subclass abilities. Lay on Hands is an immensely valuable self-healing tool with associated charges. Your Oath determines your playstyle and subclass choice. If you deviate from your Oath, you can follow the Oathbreaker path outlined here. However, you can always return to the Vengeance Oath for 1,000 gold, so exercise caution in your dialogue choices and actions. Gameplay at this stage revolves around attacking, utilizing Lay on Hands for self-preservation, and preparing for the impending surge in power.
Solo Paladin Priorities
Your overall priority with the solo Paladin 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
- Act 1 Checklist for step-by-step completion
Level 2
At level two, the Paladin unlocks spellcasting and you can select 5 prepared spells. Below are our recommendations at this level:
- Command (spell selection): Command a creature to flee, move closer, freeze, drop to the ground, or drop its weapon.
- Thunderous Smite (spell selection): Your weapon rings with thunder as you strike, pushing your target 3m away and possibly knocking it Prone.
- Shield of Faith (spell selection): Surround a creature with a shimmering field of magic that increases its Armour Class by 2
- Cure Wounds (subclass feature): heal for 1d8 + Spellcasting modifier hit points.
- Blessed (subclass feature): Gains a +1d4 bonus to Attack rolls and Saving throws.
- Divine Smite (class feature): deals 2d8 Radiant weapon damage and consumes a spell slot.
At this level, you gain a powerful crowd control skill Command. This is helpful when you need to disarm or stun an enemy. Thunderous Smite should be used as your go-to attack from stealth. Try to start combat in stealth, with a melee attack via Thunderous Smite for huge damage and triggering the Surprise status effect.
Paladin Strategies
Next, Divine Smite is unlocked and you need to toggle “ask” in the reactions tab in the menu. This essentially does extra damage by consuming a spell slot when you land an attack or critically strike. Early on, don’t rely on this extra damage source because you have limited spell slots. Activate Divine Smite when another bit of damage will kill an enemy.
Blessed and Shield of Faith or buffs to aid in offense or defense. Cure Wounds is also a useful self-heal. However, you should rely on Lay on Hands early during your play session. Cast Blessed for more offense and better chances to land attacks, while Shield of Faith is to avoid attacks. Both of these spells can be cast outside of combat and last until concentration is broken or a long rest.
Level 3
Level three the solo Paladin will unlock many subclass features and additional spells. Below are our suggestions for level 3:
- 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 (subclass spell): Up to 3 creatures receive a -1d4 penalty to Attack Rolls and Saving Throws.
- Hunter’s Mark (subclass spell): Mark a creature as your quarry to deal an additional 1d6 Slashing Damage whenever you hit it with a weapon attack. If the target dies before the spell ends, you can mark a new creature without expanding a Spell Slot.
- Divine Favour (spell selection): Your weapons deal an additional 1d4 Radiant damage.
Vengeance Gameplay Tips
Level three brings a whole new bunch of spells and abilities. Hunter’s Mark is especially helpful at this level because it uses a bonus action and lets you deal more damage. The cool thing about Mark is that once you defeat an enemy, you can apply it to another one for free. This is great for the first turn when you’re closing in for a melee attack and marking a target.
At this level, you’ll probably have trouble with mobility. It gets much better later but look for the Amulet of Misty Step in Act 1. At level five, the Vengeance subclass gets one free use of Misty Step, and combining the Amulet with the Vengeance subclass spell gives you amazing mobility that the class usually lacks.
The new spell you can prepare at this level is Divine Favour. This spell simply adds a small bit of damage to your weapons. However, it’s generally better to use Blessed which helps with landing attacks and saving throws.
Level 4
At level 4, the Paladin unlocks a feat and another spell to prepare:
- Protection from Evil and Good (spell selection): Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead.
- 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) significantly boosts our ability to defeat enemies and adds considerable value to your bonus action. Upon killing an enemy or landing a critical strike, you gain the opportunity to make a free GWM attack using a bonus action. The next level introduces Extra Attack, allowing two attacks with a single action, thereby increasing the likelihood of triggering this effect and providing a substantial boost to overall damage.
Great Weapon Master & Paladin
GWM has an additional aspect that enhances damage but makes your attacks more challenging to hit. You can turn this feature on or off, and depending on your initial Strength and other factors, it might be quite low. If that’s the case, toggle it off until you increase your Strength, Blessed Spell, or Elixir of Heroism. The consumable section below also includes potent items that can enhance your chances of landing attacks and overall damage.
For utility, Protection from Evil and Good is our chosen spell at this level. The Paladin’s spell choices become less impressive as you progress, and we typically rely more on Divine Smites than utility spells. This becomes especially apparent at the next level when you can attack twice per action, diminishing the effectiveness of casting spells and their power potential. This reinforces the rationale for multiclassing with a class like the Fighter, which we’ll explore soon. Let us continue with our guide, Best Baldur’s Gate 3 Solo Paladin Build.
Level 5
At level 5, the solo Vengeance 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.
- Lessor Restoration (spell selection): Cure a creature from disease, Poisoned, Paralysis, or Blinded.
Paladin Extra Attack Explained
After this level, we’ll embark on a multiclass journey into the Fighter class. Level 5 marks a significant power surge due to the acquisition of Extra Attack. With two attacks per action, coupled with the possibility of a third attack triggered by Great Weapon Master, you’ll have three opportunities to unleash Divine Smite, resulting in massive single-target damage. By following this guide, you should feel an overwhelming sense of power at this stage.
The Vengeance subclass grants you access to Hold Person, a potent single-target crowd control spell that can incapacitate humanoid foes. Additionally, you’ll unlock Misty Step, enhancing your mobility and consequently boosting your damage potential. Misty Step also utilizes a bonus action, allowing you to cast it immediately during the first turn to close the distance with your enemies, rather than waiting three turns to engage in combat.
Following this level, we’ll transition into the Rogue class to gather additional bonus action. By this point, you’ll possess a respectable number of spell slots, comprising four level 1 spells and two level 2 spells. Prioritize utilizing your spell slots for Divine Smite and crowd control when necessary.
Level 6
To further enhance your combat prowess, we’ll now multiclass into the Rogue class to acquire an additional bonus action with 3 levels of investment. Simply access the leveling panel located in the top right corner of your screen and choose the Rogue class. Upon doing so, you’ll gain access to the Sneak Attack feature. Treat this as a passive source of additional damage that can be activated through the reactions menu. For consistent damage output, it’s recommended to enable automatic Sneak Attack activation.
Ending Act 1 with a Solo Paladin
By Level 6 you should be close to transitioning out of Act 1. Make sure to visit merchants and stock up on camp and alchemy supplies. Moreover, look over the best Act 1 items. There are also permanent bonuses you can acquire 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 Mithral, Mould, and Craft items before transitioning to Act 2, where you won’t be able to return (Moonrise Tower).
Level 7
Progressing to the second level of the Rogue class grants you access to Cunning Actions. This invaluable feature empowers your solo build with bonus action usage for Hide, Dash, and Disengage. Among these, Hide proves to be particularly useful. You can extricate yourself from perilous combat encounters simply by retreating behind an object, out of your enemies’ line of sight, and then activating Hide. While this may deviate from the conventional Paladin playstyle, your primary source of healing will stem from potions, further emphasizing the importance of Bonus Actions.
Furthermore, Dash can prove equally beneficial, given that Paladins do not inherently acquire the Fly spell. However, Fly potions and Illithid Power can also bestow this ability upon you, serving as valuable tools for enhancing mobility.
Level 8
With a third-level investment into Rogue, we unlock a subclass selection. The Thief is the best due to a bonus action. Below is what you unlock with this selection:
- Fast Hands (Level 3): Gain an additional bonus action.
- Second-Story Work (Level 3): You’ve mastered the art of falling and gaining Resistance to Falling damage.
The Fast Hands passives ensure that bonus action potions smite spells, and cunning dash don’t exhaust this resource. You can now use a bonus action to Great Weapon Master Attack and a second on a potion of Speed or Oil in the same turn. Additionally, you can hide and use a healing potion for survival which is critical for solo play in BG3.
Level 9
With an additional level in the Rogue class, you gain access to a feat. For this feat, we recommend choosing Savage Attacker. This powerful feat allows you to roll your damage dice twice and select the highest result, significantly enhancing your damage output. This feat is particularly effective when you land critical strikes, amplifying the burst damage potential of your build.
Alternatively, you can opt to increase your Strength by 2. This choice depends on your preferred gear selection at the end of the game. While it is possible to enhance your solo Paladin’s Strength through armor, potions, or permanent bonuses, we find it more effective to focus on other aspects of your build. However, the Strength increase remains a valid option if you prefer a more straightforward approach to Strength augmentation.
Level 10
At level 10, we will multiclass to a third class the Fighter. The Fighter grants you another Fighting Style which you should select Defence. This increases your Armour Class (AC) by +1 while wearing armor. This is helpful at the end game where you can reach 24 AC with zero buff spells. Meaning, you will be extremely hard to hit, which keeps you alive in the fight.
Level 11
With two levels of investment into Fighter, you gain Action Surge. This additional action stacks with Elixir of Bloodlust (another action on a kill) and Potion of Speed. Thus, you can get 3 additional actions if you kill a target. This combination so far is what makes the build deadly on turn one. Ideally, you want to use Action Surge turn one assuming you can reach a target, and a secondary target if Great Weapon Master triggers due to a kill.
Level 12
You’ve reached the final level with the Best Baldur’s Gate 3 Solo Paladin Build! You want to choose the Battle Master Subclass for Manoeuvres. This unlocks another resource, which you have 4, Superiority Dice. You can spend these dice to add additional effects to your weapon attacks. This is useful for stunning and crowd-controlling targets without casting spells. Below are our suggestions for Manoeuvres:
- Disarming Attack: Spend a superiority die to make an attack that deals an additional 1d8.
- Riposte: When a hostile creature misses you with a melee attack, expend a superiority die to retaliate with a powerful attack that deals an additional 1d8 damage.
- Trip Attack: Spend a superiority die to make an attack that deals an additional 1d8 damage and possibly knocks the target prone.
Disarming is useful to knock weapons out of enemies’ hands. Riposte passively does damage using a reaction when opponents miss. Trip Attack is a stun, knocking enemies prone for one turn. Thanks for reading the Best Baldur’s Gate 3 Solo Paladin Build, continue below for gear and consumable recommendations!
Best Gear for Baldur’s Gate 3 Solo 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 solo Paladin Build Guide includes suggested sets and alternatives for Act 1 and Act 3.
Beginner: Starting the Game
Here’s the best beginner gear, items, and equipment for solo Paladin 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 Solo 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: Endgame
The following table presents the best gear, items, and equipment for the solo Paladin 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 the best Act 3 Armor, Weapons, and Equipment for Solo Paladin in BG3:
- 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 Consumables, Potions, Ammunition, and Items
The following list is the best consumable items that will aid in our Best Baldur’s Gate 3 solo 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.
Best Baldur’s Gate 3 Solo Paladin Build Summary
- Oath of Vengeance (Paladin)
- Thief (Rogue)
- 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 Rogue
- Level 7 – Cunning Actions
- Level 8 – Second Bonus Action
- Level 9 – Savage Attacker Feat
- Level 10 – Multiclass Fighter
- Level 11 – Action Surge
- Level 12 – Battle Master Subclass
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