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Baldur s Gate 3: Every Paladin Subclass Ranked: Difference between revisions

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<br>The Sorcerer pairs best with the Noble or Sage Backgrounds because they will naturally trigger Inspiration moments more often. Nobles get proficiency in History and Persuasion, and tend to trigger inspiration when performing noble, heroic acts (or literally engaging with the nobility of Baldur's Gate and beyond).<br><br>In Baldur's Gate 3 , Cleric builds can be enhanced further with the use of specific consumables. Certain potions, like the Potion of Speed, will let Clerics do more within a single turn and support their allies better, while others, like the Potion of Angelic Reprieve, will let Clerics restore Spell Slots to keep casting.<br><br>While the Blood of Lathander remains an ideal weapon for the Devotion Paladin, this is a good time to pick up a better shield. Viconia's Walking Fortress, a legendary shield wielded by Viconia DeVir during the quest "Daughter of Darkness", is a truly stunning option for a tanky Paladin. It grants advantage on all saving throws against spells, gives all spell attack rolls against you disadvantage, and allows you to blast enemies who strike you back with a wave of force. On top of all this, it also allows you to cast Warding Bond once per long rest and the unique "Reflective Shell" once per short rest. Reflective Shell returns all projectiles to their point of origin for 2 turns, and is activated as a bonus action.<br><br>The Full Blackguard Set can be obtained by defeating a trio of Death Knights who guard the Murder Tribunal. These three are known as "That Which Guards", "That Which Lurks", and "That Which Watches." Defeating them will earn you the entire Blackguard Set: Blackguard's Plate, Blackguard's Greaves, Blackguard's Gauntlets, Blackguard's Sword, and Shield of the Undevout. The Plate reduces incoming damage by 1 and grants advantage on Wisdom Saving Throws. The Gauntlets provide +1 to attack rolls and strength saving throws (Along with casting inflict wounds at level 4 once per long rest.) The Greaves grant permanent longstrider and +1 to athletics. The Shield gives an extra first-level spell slot and gives all enemies disadvantage on saving throws against any of your actions that cause fear. Finally, the Sword deals necrotic damage and can daze enemies you hit with your smites.<br><br>The Life Domain is one of four Domains players can choose in BG3 , and it's a fantastic way to build a Cleric thanks to its variety of always-prepared support spells. This leaves players open to pick up other spells when leveling, which gives the Cleric more variety, and makes it one of the most versatile classes in Baldur's Gate 3 .<br><br>Because of their enormous repertoire of knowledge, and the ability to swap prepared spells from their entire available list of spells anytime outside of combat, Wizards are generally considered the class with the most diversity and utility in Baldur's Gate 3 .<br><br>Another good option is the Luminous Set, consisting of the Luminous Armor, Luminous Gloves and Coruscation Ring. When paired with a certain mace we'll discuss later, this can make it even harder for enemies to hit you by reducing their attack rolls.<br><br> <br>Major Enemies & Bosses How To Beat Commander Zhalk What To Do With The Addled Frog How to Beat the Spider Matriarch in Baldur’s Gate 3 Auntie Ethel Boss Fight Guide The Adamantine Forge (Grym) Boss Guide How to Beat the Spectator How to Kill Balthazar How to Beat the Spectator How to Defeat the Thorm Family Without Combat Who Is The Guardian? (Explained) How To Beat Lorroakan Ketheric Thorm Boss Guide Lord Enver Gortash Boss Guide Ansur the Dragon Location & Boss Guide Netherbrain Boss Guide How to Defeat Sarevok Anchev How to Beat Cazador How to Defeat Steel Watch Titan <br><br>At level 7 , Vengeance Paladins get "Relentless Avenger," which boosts their movement speed by 4.5m on their next turn after landing an opportunity attack. This helps them to keep up the pressure on foes and ensure no target escapes them. Finally, level 9 offers them "Haste" and "Protection From Energy." This pair of spells allow them to give extra actions to themselves or an ally and grant resistance to one type of elemental damage at a time.<br><br>The best Wizard companions in BG3 are Shadowheart as the primary support of the party, Lae'Zel as your melee tank, and Astarion as another melee party member who can do extremely high damage and provide some use out of combat too.<br><br> <br>All Draconic Bloodline Sorcerers will gain the Draconic Resilience feature at level 1, giving them one additional hit point every time they level up and increasing their armor  [https://www.baldursgate3fans.com/articles/my-journey-through-baldur-s-gate-3-s-first-ever-pvp-tournament.html Baldursgate 3fans blog entry] class by 3 when they are not wearing armor. This helps them to avoid damage more effectively than other Sorcerer subclas<br><br>Additionally, learn one Cantrip from a select list of level 1 Cantrips. <br><br> <br> <br>To create the best BG3 Wizard build, we recommend putting the majority of points into your Intelligence, followed by Constitution and Dexterity.<br><br> <br>In Baldur's Gate 3 , players are able to choose from all nine of the classes found in the D&D 5e Players Handbook. This offers players a ton of variety when it comes to what sort of character they want to make. Further, enhancing character variety is the selection of subclasses that can be selected either at level 1 or level 2, depending on the cl<br>
<br>The Oath of Devotion Paladin is fairly stat-hungry if players want to take full advantage of Sacred Weapon, so it doesn't pair very well with most other classes when compared to the other Paladin Subclasses. When it comes to gear, players will likely want to use a one-handed weapon and a shield,  [https://www.Baldursgate3fans.com/articles/top-dragon-fights-in-fantasy-games-for-2025.html Dragon Fights 2025] tanking for the Party and keeping enemy attention. The Blood of Lathander legendary Mace is a fantastic choice that will remain relevant for most of the game, and can be found towards the end of Act 1.<br><br>Wild Magic Barbarians channel Wild Magic when they enter a rage, causing a Wild Magic surge similar to the one some Sorcerers can cause when casting spells. They also get the ability "Magic Awareness," which lets them use a bonus action to allow themselves and allies within 3m to add their proficiency bonus to saving throws against spells.<br><br>When Multiclassing with the Circle of the Moon, it is important to understand that a lot of features won't work while in Wildshape. Generally speaking, Class Actions that require the player to spend an action or bonus action will be unavailable while in Wildshape, but passive abilities will. Thus, abilities like Unarmored Defense (from Barbarian and Monk) will function in Wildshape (as long as the character wasn't wearing armor when they entered Wildshape), as will the Improved Critical ability from Champion Fighter. The War Cleric Extra Attack also works while Wildshaped, which can be useful. Players can also take levels in Barbarian and enter a Rage before using Wildshape to benefit from Rage while in Wildshape.<br><br>Players seeking out a particularly powerful helmet should take the time to fight Grym at the Adamantine Forge during Act 1 or Act 2, acquiring the Grymskull Helmet in the process. As the only Heavy Helm in the entire game, the Grymskull Helmet provides immunity to critical hits, resistance to fire damage, and the ability to cast Hunter's Mark once per long rest.<br><br>This subclass also immediately grants the Druid the Guidance Cantrip and the Guiding Bolt Spell. Guiding Bolt is always prepared, and the Druid can expend a special resource called "Star Maps" to cast it without using a spell slot. They initially receive two Star Maps per long rest. At fifth level, the Circle of Stars Druid gets an additional Star Map per long rest. At sixth level, they gain three "Cosmic Omens" per long rest. These can be spent to add 1d6 to their own attack rolls or saving throws, subtract 1d6 from an enemy's attack roll or saving throw, or add 1d6 to an ability check made by the Druid or an ally within 1.5m/5ft.<br><br>At level six, the Druid gets "Primal Strike," treating their natural attacks as magical for the purpose of overcoming damage reduction while they are transformed. They gain Saber-Toothed Tiger as a Wildshape at level eight, which has the ability to shred through armor. At level ten, the druid gets access to four "Elemental Myrmidon" wildshapes, allowing them to take on elemental forms to modify their damage type and take advantage of environmental conditions. (Lighting Oil on Fire, Electrifying Water, etc.)<br><br>At third level, Oath of the Crown Paladins receive two more Channel Oath abilities: "Champion Challenge" and "Turn the Tide." The former compels all targets within 9m/30ft to attack the user over all other targets, giving them disadvantage on attacking any other targets. Turn the Tide will heal all allies and neutral creatures within 9m/30ft for 1d6+Paladin Level+Charisma Modifier. Using these abilities makes it easy for the Oath of the Crown Paladin to draw enemy attention and protect the rest of the party. They also gain the Command and Compelled Duel spells, which are always prepared. At fifth level, Oath of the Crown Paladins will get the Warding Bond and Spiritual Weapon spells too.<br><br>The table above explains all the spells granted at level 3 by this decision. At level 5, players choose another Spell Circle and gain new spells from that Circle. These are different spells to those offered by selecting that Circle at level 3.<br><br>The Circle of Spores Druid has a tremendous amount of synergy with the Necromancy School available to Wizards, and taking six levels of Wizard will allow them to create a much greater range of undead minions to aid them in battle. This has the added benefit of granting them access to the entire Wizard spell list thanks to both classes being full casters, though a character will need to invest in intelligence to make full use of the Wizard spells. The Circle of Spores also synergizes well with the Monk, allowing players to brawl in melee and improve their AC using their Wisdom, which will already be pretty high since it's the Druid's spellcasting stat. Fighter and Ranger are both excellent multiclass choices too, offering Extra Attack at level 5 to dish out more Necrotic Damage while using Symbiotic Entity. Ranger synergizes slightly better due to also providing additional spell slots. (Rangers are half-casters so half of the Ranger Level, rounded down, is added to the effective caster level when multiclassing.)<br>

Latest revision as of 01:49, 8 November 2025


The Oath of Devotion Paladin is fairly stat-hungry if players want to take full advantage of Sacred Weapon, so it doesn't pair very well with most other classes when compared to the other Paladin Subclasses. When it comes to gear, players will likely want to use a one-handed weapon and a shield, Dragon Fights 2025 tanking for the Party and keeping enemy attention. The Blood of Lathander legendary Mace is a fantastic choice that will remain relevant for most of the game, and can be found towards the end of Act 1.

Wild Magic Barbarians channel Wild Magic when they enter a rage, causing a Wild Magic surge similar to the one some Sorcerers can cause when casting spells. They also get the ability "Magic Awareness," which lets them use a bonus action to allow themselves and allies within 3m to add their proficiency bonus to saving throws against spells.

When Multiclassing with the Circle of the Moon, it is important to understand that a lot of features won't work while in Wildshape. Generally speaking, Class Actions that require the player to spend an action or bonus action will be unavailable while in Wildshape, but passive abilities will. Thus, abilities like Unarmored Defense (from Barbarian and Monk) will function in Wildshape (as long as the character wasn't wearing armor when they entered Wildshape), as will the Improved Critical ability from Champion Fighter. The War Cleric Extra Attack also works while Wildshaped, which can be useful. Players can also take levels in Barbarian and enter a Rage before using Wildshape to benefit from Rage while in Wildshape.

Players seeking out a particularly powerful helmet should take the time to fight Grym at the Adamantine Forge during Act 1 or Act 2, acquiring the Grymskull Helmet in the process. As the only Heavy Helm in the entire game, the Grymskull Helmet provides immunity to critical hits, resistance to fire damage, and the ability to cast Hunter's Mark once per long rest.

This subclass also immediately grants the Druid the Guidance Cantrip and the Guiding Bolt Spell. Guiding Bolt is always prepared, and the Druid can expend a special resource called "Star Maps" to cast it without using a spell slot. They initially receive two Star Maps per long rest. At fifth level, the Circle of Stars Druid gets an additional Star Map per long rest. At sixth level, they gain three "Cosmic Omens" per long rest. These can be spent to add 1d6 to their own attack rolls or saving throws, subtract 1d6 from an enemy's attack roll or saving throw, or add 1d6 to an ability check made by the Druid or an ally within 1.5m/5ft.

At level six, the Druid gets "Primal Strike," treating their natural attacks as magical for the purpose of overcoming damage reduction while they are transformed. They gain Saber-Toothed Tiger as a Wildshape at level eight, which has the ability to shred through armor. At level ten, the druid gets access to four "Elemental Myrmidon" wildshapes, allowing them to take on elemental forms to modify their damage type and take advantage of environmental conditions. (Lighting Oil on Fire, Electrifying Water, etc.)

At third level, Oath of the Crown Paladins receive two more Channel Oath abilities: "Champion Challenge" and "Turn the Tide." The former compels all targets within 9m/30ft to attack the user over all other targets, giving them disadvantage on attacking any other targets. Turn the Tide will heal all allies and neutral creatures within 9m/30ft for 1d6+Paladin Level+Charisma Modifier. Using these abilities makes it easy for the Oath of the Crown Paladin to draw enemy attention and protect the rest of the party. They also gain the Command and Compelled Duel spells, which are always prepared. At fifth level, Oath of the Crown Paladins will get the Warding Bond and Spiritual Weapon spells too.

The table above explains all the spells granted at level 3 by this decision. At level 5, players choose another Spell Circle and gain new spells from that Circle. These are different spells to those offered by selecting that Circle at level 3.

The Circle of Spores Druid has a tremendous amount of synergy with the Necromancy School available to Wizards, and taking six levels of Wizard will allow them to create a much greater range of undead minions to aid them in battle. This has the added benefit of granting them access to the entire Wizard spell list thanks to both classes being full casters, though a character will need to invest in intelligence to make full use of the Wizard spells. The Circle of Spores also synergizes well with the Monk, allowing players to brawl in melee and improve their AC using their Wisdom, which will already be pretty high since it's the Druid's spellcasting stat. Fighter and Ranger are both excellent multiclass choices too, offering Extra Attack at level 5 to dish out more Necrotic Damage while using Symbiotic Entity. Ranger synergizes slightly better due to also providing additional spell slots. (Rangers are half-casters so half of the Ranger Level, rounded down, is added to the effective caster level when multiclassing.)