Avenging Wrath | Cleric Paladin Barbarian | Baldur's Gate 3

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as the cleric of the domain of war the worshipers of tear studied the art of battle from an early age you were not trained with the sword however until such a time that you have proved your worthiness to wield it in tear's name as a student you struggled to learn the simplest of incantations and the clergy worried over your unrestrained temper brought to them at an early age after your mother was murdered by your father's own hands you picked up a sword for the first time much later than your peers they were already training a whole year before you the priests always said your time would come but they did not understand cowards and hypocrites evil was out there all around them if they would not bring it to heal you would hello everyone and welcome back to the channel so quick disclaimer first as always this is a concept first and optimized second style build building around a concept rather than the best possible damage this build looks like it should be a heap of fun to play though and I hope you enjoy it if you want to hang around to the end I will quickly run through the changes I would make to make the build a bit more optimized if that's all you're after check the timestamps and let's get into the build level by level okay so character creation Now our holy Crusader of justice has a darker past than most having a murder in the family and potentially even be something worse in your background I feel like this is required in order to create a character that is hell bent on Vengeance with a black and white view of the world and I'm going to leave it at that for YouTube's sake but I will add a few scars to the character's face and you guys can do the rest you've probably noticed by now that we are going half orc for this character and there are a few reasons for that firstly half Orcs get dark vision which is a really great start but they also get Relentless endurance which keeps them from getting down when they hit zero hit points once per long rest finally they get Savage attacks giving them an additional damage die when they score a critical hit this final feature is something you can really lean into if you want to with a weapon like a great ax which deals one D12 in damage getting an additional D12 when you score a critical hit versus a great sword that is a 2d6 so you only gain a single D6 when you quickly hit I'll leave this up to you next we have our class and as we recently walked away from the Temple of tier to pursue Justice we are still a cleric and maybe a best and untrained fighter we struggled with the teachings of tear though and latched on to the only part of the doctor and that we understood and resonated with Justice however I think what we truly sawed was Vengeance so as we leave the Temple of Hypocrites and fools behind and stride towards our future we get three cantrips and I think our main form of dialogue interactions will be through intimidation so thermaturgy is a no-brainer next resistance giving us a bonus to saving throws and finally blade Ward for a bit more survivability in early levels next we get to choose a domain and we are going with the war domain giving us two spells Shield of Faith increasing our AC by 2 and divine favor allowing us to do bonus radiant damage on our attacks for a few turns finally the main feature of the war domain as far as we are concerned is aptly named the war priest ability giving us three charges per long rest that we can use to make an extra attack with our main hand weapon as a bonus action this will be very handy to tide us over till we get to the extra attack feature later in the build so our deity if it wasn't already obvious is tear God of Law and Justice encouraging Valiant acts and relentlessly pursuing oath Breakers for our background I really like Soldier here although High folks do already gain Proficiency in intimidation as a racial perk so it might be better to go with acolyte gaining two different proficiencies here I like Soldier better so that's what I'm going with for our ability scores we are a melee combatant and so we are going with strength 14 plus 2 for 16 dexterity 14 Constitution 15 plus 1 for 16 intelligence 8 wisdom and charisma 10. we don't really have any saving throws to hit with this build so there's no need to stress too much about wisdom and Charisma as long as they aren't sitting in the negative four proficiencies we've actually done pretty well in terms of negative roles with the only with only the int skills being in negative one provided we choose religion and insight here I will also note that as a cleric you do have full simple and martial weapon proficiency and heavy armor proficiency so feel free to use whatever you come across at early levels finally for this Mammoth of a character creation we get a single prepared cleric spell and I really like protection from evil and good here giving you a little buff to use against various enemies you come up against causing them to have disadvantage on it their attacks against you and being immune to Charmed and fear Effects by them okay character creation done fight your way off the ship and on to level two okay level two and I will just say before you finish your escapades on the nautiloid if you can it would pay to take out Commander zulk for thematic and two-handed great sword reasons so once you escape the ship though you are back on Solid ground and you realize you need to put in the time to learn how to properly fight you learn the basics during your final months at the temple however you work with Lazelle to learn better swordsmanship and she makes no effort to hide how pathetic she finds you to be your age Sim is beneath the surface but you control it and let it fuel you second level in cleric here just to grab the amazing guided strike ability this triggers when an attack would otherwise Miss and gives us a chance to add plus 10 to the attack roll we only get to do this once per short rest though so use it wisely on to level 3 and I think something happens here depending on where you are when you level or where the main campaign is at but something sets your heart aflame your Fury awakens Anew as you see the wrongness of the world the injustice you clench your fist on your sword and raise it Aloft swearing an oath of vengeance and your God answers and so we are switching it up and taking Paladin levels now so all paladins get access to the lay on hands feature this is 3fx in one it costs loud hands charges to use and we have three per long rest at this level for two charges we can use greater healing healing for the greatest amount lesser healing doing half the healing for a single charge and finally cure removing all disease and poison effects from the target all paladins also get Divine sense you probably won't find yourself using this much but it gives you advantage on attacks against celestials fiends and Undead finally we get to choose our Oaths and of course we are taking the oath of Vengeance swearing the tenants fight the greater evil exerting your wisdom identify the higher morality in every any given instance and fight for it No Mercy For The Wicked chasten those who dull out their villainy by wiping their blight from the world forever we also gain the oath of Vengeance ability inquisitors might grouting us or an ally two extra radiant damage and the day's effect on our attacks for two turns this costs a channel oath charge and we only have one at this level it Returns on a short rest level 4 and we are a paladin 2. we gain the well-known and well-loved divine Smite just in time for the level 2 spell slots we gain on this level letting us add 2d8 additional radian damage on an attack we also gained two reactions for divine Smite one for a critical hit and the other four normal damage don't forget to look in your reactions and decide what you want turned on and off those two level two spell slots will add an additional d8 to the damage of divine swipe so try to hold on to them for higher damage smites we also gain a fighting style and we are taking the great weapon fighting style here letting us reroll any ones or twos We Roll for damage while wielding a two-handed weapon then we get Paladin spells and I would probably prepare bless and heroism here but they are interchangeable so just use whatever the situation calls for on level 5 we are a paladin 3 and we get Divine Health making us immune to diseases cool I guess but we also gain our oath abilities Abdul enemy and vow of enmity the former letting you frighten an enemy at range freezing them in place for three turns the latter giving you advantage on attack rolls against an enemy for 10 turns this costs a bonus action instead of an action too so this is a great effect to use prior to attacking in combat finally we get two oath spells Bane giving enemies a D4 minus D4 on saving throws and attack rolls and Hunter's Mark letting us steal an additional 1d6 slashing damage on our attacks against Target I would really try to make use of all of these abilities now Hunter's Mark and vow of enmity especially level 6 and we get another oath charge on this level letting us use valve enmity twice now per short rest we also get a feat and we have to decide here between great weapon master and increasing our strength there are ways to bump your stats during the campaign but they are not options for us due to our oath so this is a tough choice I would probably take the risk with great weapon Master here and try to find some armor or weapons that boost your hit chance to compensate okay half time and of course like a few of my builds you may have noticed that we have deviated from the short I made pre-launch once again as you all know we didn't have access to everything pre-launch and it did make it very difficult to predict what would make it into the game and now will be implemented so we have changed from a dual wield build I'm sorry if that disappoints anybody and we are now a two-handed weapon build this could work really well with just about any two-handed weapon however I don't think shield and spear would be a bad choice either giving you a slightly higher Armor class albeit lower damage due to no great weapon master if you take that route I definitely recommend taking the dueling fighting style as currently if you have a versatile weapon in your main hand and a shield in your off hand the plus two bonus does still apply regardless of the wording on the ability I also wanted to make this build a bit more unique when compared to the walking death build on the channel which is linked above check out that one too if you're looking for a dual wheeled melee combatant next I want to talk about Oath breaker the fourth subclass choice for paladins there is a point in this character's story it's not too far away but I don't want to spoil it just yet that would be the perfect opportunity for you to break your oath and embrace the dark side if you do this you do retroactively get all the skills and abilities from oathbreaker however we never reach Paladin 7 in this build so you will miss out on the infamous Aura of hate so it may put an undead Army off the table for you either way I think it will make a great story arc and potential Fall From Grace we will be holding on to our Earth though however zealous that we become lastly let's go over some gear and like I mentioned on level 6 I think we definitely need to prioritize weapons and armor that increase our chance to hit and for weapons this means your first priority is a weapon enhancement plus one or maybe plus two at early levels if you can find one Sword of Justice is a really good early plus one Greatsword you can get that if you help out kalak Advantage is also a fantastic option to increase our hit chance and gloves of the growling Underdog or utilizing the second effect on the sparkle hands is a great way to get it this could combo really well with the Sparky points actually as Lightning charges Grant you plus one to attack rolls and bonus lightning damage UNT scale mail adamantine scale male and luminous armor are all great options if you take the mountain brute in Act 2 the gloves of dexterity will make UNT even more valuable because of the Exotic material trait allowing the bonus to AC to go above plus two if you choose to take the Luminous armor approach the Luminous gloves in Act 2 might prove to be a good pickup debuffing your enemies okay half time over and back to the build level 7 and we are feeling our blessing from tear growing stronger and manifesting in new and more potent ways Our God approves of our actions of our pursuit of Justice warding off blows against us in battle we are less strained in combat making it easier for us to attack more furiously and the light grows as we have found a way to release it purging away our enemies as we are going to do something that I hate to suggest but must race back okay so there is a bit of an annoying Quirk that we run into when it comes to the interactions between the war domain and extra attack so at present the bonus action charges that are granted by War priest are currently being prioritized over the extra attack from the extra attack feature so to explain you attack once then you are forced to do your bonus action attack with a war priest charge then you get to do your extra attack this is a really strange order and I'm not sure why it's like this however it is consuming a bonus action every turn when maybe we don't want it to and so I would respect my cleric domain here everything else stays the same as we change to the light domain fulfilling the core concept almost better at this point burning away the darkness with Holy Light we have had some great levels using our warpriest bonus attacks and I think it's time to move on so light clerics the two great features we are swapping to is warding flare which for our reaction imposes disadvantage on an enemy attacking you there is no limit to the number of uses for this only once per turn however second we get Radiance of the Dawn dealing two d10 radiant damage plus our character level in a 9 meter AOE around us so this scales with us and not our cleric levels maxing out as 2d10 plus 12 which is fantastic it does require a save however enemies still take half damage on a save so there's no wasted usage here next we go to our actual level 7 which we are picking up Paladin 5. getting the amazing extra attack and level 2 spells I would definitely pick up Aid here and use it as soon as you finish a long rest there are no other standouts here and you do want to save those remaining to level 2 spell slots for Smite we do get Misty step here though and hold person for being a Vengeance Paladin so keep an eye on those and use them when appropriate emboldened by Our God's approval our suppressed rage has begun to Bubble to the surface again as you struggle to hold it back while you fight furious at the world itself we are taking a barbarian levels now so as a barbarian one we of course get rage giving us plus two on our attacks while enraged and reducing all physical damage by 50 so rage rage rage this skill is amazing but it also blocks our ability to cast spells and cancels any concentration effects we might be currently using this does limit our actions while raging but we are not completely out of options we are still able to use many of our abilities while in Rage Divine Smite abjure enemy vow of enmity inquisitors might Divine sense lay on hands turn Undead and your weapon abilities are all still usable we also gain the unarmored defense passive which we will not be using you may have noticed I recommended medium armor before half time and even though you are proficient in heavy as a barbarian your rage features do not apply if you are using heavy armor therefore if you have been sporting any heavy up to this point Now's the Time to swap it out [Music] Barbarian 2 and we get danger sense here giving us advantage on dexterity saving throws against traps spells and surfaces we also get Reckless attack here now if you have been getting the gear I recommended you should have pretty consistent Advantage at this point between your glove Choice valve enmity and potentially even fairy fire which we got for switching to the light domain however if you are struggling for whatever reason this is your amazing backup plan use it every turn if you need a source of Advantage provided it won't mean you dying as it not only gives you Advantage it also gives your enemies advantage against you until your next turn level 10 and we have reached absolute boiling point the world no longer has any Shades of Gray you are Justice Furious and unforgiving you show no mercy to those who wrong others and you teach by the sword as we take our Primal path on this level we are taking Berserker now Berserker this subclass changes our rage ability into frenzy this is a vastly superior rage maintaining the damage reduction and bonus damage while also granting us the frenzied strike and enraged throw actions frenzied strike lets us use our bonus action to make another attack with our weapon this is fantastic however it comes with a cost every time we use this ability we get a stack of frenzied strain reducing our chance to hit by negative one and stacking until our range ends this isn't this is the other main reason we wanted to stack our hit chance and get advantage second in Rage throw which suffers from the same debuff as frenzied strike however it is a very versatile ability it allows us to pick up an object or creature and throw it at another Target knocking them prone the damage of this ability is based on the weight of the object thrown plus our strength mod plus our rage bonus damage higher strength allows us to throw heavier objects for reference with 20 strengths we are able to pick up 80 kilograms a human is considered to be 75 kilograms so if we can get there we could hurl them with disability repositioning them and damaging them in the same bonus action level 11 and this is a quick and easy one only getting a feat here and we are 100 increasing our strength here this increases our chance to hit and damage Rolls by plus one increasing the time we can stay frenzied it also increases the weight of things we can throw around [Music] finally level 12 and this level is entirely up to you take a single level dip into fighter maybe for a fighting style or take another level in cleric getting Level 3 spell slots for Smite spiritual weapon and warding bond all great spells that you can use prior to raging without them disappearing I leave this in your hands and that's a wrap I really like the story of the one who was blessed by their God and pursued the path set before them own interpretation of what their God desired of them the god continued to bestow blessings hoping to push them on the right path and so the Mortal continued to commit acts in their God's name not understanding their Folly until the moment came for them to be in desperate need and their God has left them appalled by their cruelty Justice is never black and white it always falls in Shades of Gray and as the Mortal Falls and reaches the afterlife they ask their God why did you forsake me [Music] okay so can we make this build a bit more optimized honestly in keeping with the heart of this build not really we have already taken steps to make it a bit more efficient by respecking personally if I was playing this build I would consider going Paladin 8 and Barbarian 4. gaining another feat or of protection and extra attacks sooner this would mean some investment in Charisma though as Aura protection is based on your charisma score I would go 16 10 14 8 10 16. use heavy armor until I could get my hands on gloves of dexterity then getting UNT scale mail in Act 2. the additional feat would probably be plus two to strength unless I could make use of polar Master going this route also makes Berserker a bit less vital unless I'm planning on throwing the pole arm so I would probably go with Wild Heart instead taking elkhard for Primal Stampede or wolfheart for the free advantage just from the editing room here and I do want to point out a few interactions that could be really great so firstly the polar master and Sentinel Feats interact really well together if you're willing to sacrifice some damage that is so basically what these do is polar Master allows you to do an attack of opportunity if someone walks close to you or walks within your range and then the Sentinel feet allows you to do that attack of opportunity at advantage and when you attack of opportunity someone with the Sentinel feet it also stops them from moving so if they're a Melee character and they don't have a reach weapon effectively they would be stuck outside of their own attack range and they'd be unable to attack you this could be really potent as a defensive option again if you're willing to sacrifice a little bit of damage next is a Tavern roller feat and this allows you to increase your strength stat by one and add your strength modifier twice to thrown weapon damage and attack rolls which is pretty great pair this with the Ring of flinging the gloves of uninhibited kushigo enraged throw and returning Pike and you get a pretty scary thrown weapon combo I hope you enjoyed the build this week though and as always thanks so much for watching to the end I hope you are looking forward to the next build it might be a modded guide actually let me know in the comments if you would like a video running through how to set up Mods in Boulder Skate 3 and I'll see what I can do until next time though see ya [Music]
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Channel: MrSoulbound
Views: 3,731
Rating: undefined out of 5
Keywords: baldurs gate 3, bg3, baldurs gate 3 gameplay, character creation, official release, balders gate 3, baulders gate 3, boulders gate 3, rpg, rpg 2023, upcoming rpg baldurs gate 3, crpg, larian studios, mrsoulbound, soulbound, ideas, fun build, excited, hype, characters, world, guide, multiclass, avenging, wrath, paladin, celric, barbarian, oath of vengence, vengence, berserker, light domain, war domain
Id: hiOSWSOX_TY
Channel Id: undefined
Length: 24min 6sec (1446 seconds)
Published: Thu Sep 14 2023
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