Baldur's Gate 3 Build Guide | Holy Crusader | Powerful Paladin Multiclass

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None Shall Pass what None Shall Pass I have no quarrel with you good sight but I must cross this bridge then you shall die I command you as king of the Britain to stand aside I move for no man so [Music] bit [Music] now stand aside worthy adversary is but a scratch a scratch your arms off no it isn't well what's that then I've had worse you love come on you pansy victory is mine we thank thee Lord that in thy hello and welcome to another balers Gate 3 build video I'll be showing some gameplay in the background here since my opening didn't have any actual gameplay this time around this video I'll be going over my Paladin cleric multiclass build this build is about combining the utility of a cleric with the DPS output of a paladin as always I'll start with character creation and then I'll go over the notable items for the build from throughout the game so without further Ado let the gamep playay play out a little bit and then we'll get into character creation and character levels [Music] time for some bloody work so starting with character race there are four races that have inherent advantages for this build of course none of these rac's advantages are so great that they're required but as my recommendations they are half orc wood elf half wood elf and gith Yankee half Works have increased melee crit damage as well as a death resist passive that are both useful for this build as this build is a Frontline melee fighter alternatively the wood elves increase mobility and the gifts access to Missy step for free can be very useful for chasing down VES in battle now now for the actual build it is as follows starting at level one we go cleric War domain War domain cleric start with their passive War priest which allows them to use their bonus action to extra attack at the cost of one of their War priest charges of which we start with three this allows us to have extra attack starting from level one albeit with limited uses for our ability scores you have some options we definitely want 16 strength and 14 Constitution however if you don't want to have negative decks or int you can drop some of the Constitution to add either one of those abilities then you want to either have 16 wisdom and 12 Charisma or vice versa because we will be a dual cleric Paladin you will have spells that scale off both casting stats depending on which spell slot we are casting from I personally prefer to have 16 wisdom and 12 Charisma because we have more useful spells from cleric but you can really do either now for levels two to six we start leveling Paladin at level three we get the most important bread and butter spell of this build Divine Smite as well as our fighting style for which we'll be taking great weapon fighting at level five we get our first feat for which we will be taking Savage attacker it should be noted that Savage attacker does apply on our Smite damage rules making it the obvious choice for our build at level six we get extra attack and it is important to note that the game will try and use your War priest extra attack charges before your normal extra attack if you have a bonus action available so you don't want to use your War priest charges use your bonus action first now at level seven you continue specking back into cleric this Nets us our Channel Divinity charges which allows us to use guided strike this lets us use our reaction to add a plus 10 to our attack roll continuing on with cleric at level 9 we get our second feat for which we will be taking great weapon Master nting us a bonus 10 damage as well as a bonus attack if we get a crit or a kill finally at level 10 we take our fifth cleric level getting us an additional War priest charge now for levels 11 and 12 we have four options for what class we want our last two class levels to be I'll explain what each option gives so that you can decide which trade-off you want to make firstly if we take our last two levels in cleric we gain an additional Channel Divinity charge the war God's blessing skill allowing us to use guided strike for our allies and additionally we gain two level four spell slots as well as a level five spell slot and access to our level four cleric spells it's worth noting that four Divine Smite the damage caps out at 5 d8 so if we Divine Smite with our level five spell slot it doesn't do any additional damage compared to a level four spell slot our next option is to put our last two levels in Paladin if this gives us a level four spell slot and two new passes or of protection and Relentless Avenger or of protection allows us to add our charismo modifier to our and any nearby allies saving throw rentless Avenger gives us an additional 4.5 met of movement after taking an opportunity attack because Aura of protection is the main benefit of this option I'd only recommend it if you opted to have 16 or higher Charisma for your ability scores next up we could take two points in Wizard and go either the abjuration or divination School abjuration gives us some flat damage reduction every time we cast an abjuration spell such as Shield of Faith or Sanctuary alternatively the Divination School gives us two port and Di per long rest to roll enemy or Ali dice with wizard gives us the same spell slots as cleric but it also allows us to use the Ability spell scribing to learn any spell we have a scroll for up to spell level five to place in our wizard spell slots our final option is is to put two levels in fighter netting Us action Surge and another fighting style for which you would most likely want to take defense and those are your final level options personally I find cleric or wizard to be the best options but it's really up to you to decide which one you want now that we're finished with the levels I'll be moving on to the items this is your spoiler warning so if you don't want to potentially get spoiled about item locations or events that occur later in the game stop watching now or avoid the sections on acts you have yet to complete so to show off the items I figured the best place for this build was the resident place of worship in balers gate storm Shore Tabernacle of course the locals were not taking so kindly to my accommodation of their building but I think after our nice conversation they found me to be quite convincing so convincing in fact that they agreed to help me out in showing off the items so for act one starting with the weapons Bor aluve I didn't say that correctly uh yes I did you actually just heard me incorrectly alternatively we can use sorrow for the extra reach for our range weapon Tian string bow is about the only bow we can really use since our deck is so low for Helms the Hast Helm will serve you well for quite some time all the way up through r two similarly the adamantine split up mail will be good throughout the remainder of act one and all of act two the two Gauntlet options we have are the gloves of heroism which give us some extra HP or we can use the gloves of growling Underdog or help when fighting many enemies or boots are classic movement boot options the boots of speed or the disintegrating night Walkers are best the ring options are the costic band for added damage Crushers ring for increased Mobility or the Ring of protection for increased defensive stats and finally for amulets we can't go wrong with The Amulet of Missy step before moving on to act two there are only two items from the Mountain Pass worth mentioning these being the strange conduit ring and if you're a GI Yankee the soul breaker great sword now moving on to act two the main weapon you want to acquire as soon as possible is the how of vigilance this weapon is arguably one of the best weapons in the entire game for this build including those in act three the dark fire short bow gives us some bonus resistances as well as the ability to cast the spell haste the helmet of Arcane Acuity gives us a way to get nearly guaranteed spell cast of spells like hold person or command off as long as we stack it before casting Reaper Embrace which we acquire at the end of the ACT can be a good alternative to the adamantine splint mail Coco protection gives us some added defenses the dark justicier gauntlets or BL hell dust gauntlets give us some added damage the gloves of the automaton give us a away to gain advantage on our attacks once prolong rest and janel's gloves which can be situationally good in fights where it says needed CCR prevalent are also decent for Boots the evasive shoes give us even more AC for our rings shadowcloak ring gives us some added damage to work with the Ring of free action is good for avoiding CC the risky ring is generally good on most builds however this build doesn't particularly need it as we have other ways to gain Advantage like our oath spell bow of enmity or the gloves of the automaton however you still can use it if you want and killer sweetheart gives us a guaranteed crit which when combined with our highle divine smites and instantly an enemy with just one attack and finally for act two the amul the Harpers is always a good defensive option and finally for act three terms of melee weapons the silver sword of the astral plane is the best option for ganki characters otherwise the sword of chaos for Life steal or Baler Ron's Giant Slayer for its high damage and enlarge spell for our range weapons the dead shot gives us increased crit or rter male gives us a Hast spell with no downsides to its cast or our many Helms the helmet of grit gives us more bonus actions the hoodo of the weave is for spellcasters although realistically the Helm of Arcane Acuity is probably better than this the horns of the Berserker give added damage the mask of Soul perception gives initiative and attack roll bonuses and serox horned Helm gives gives us more increased crit for chest plates the armor of persistent gives us great passive effects in Blade war and resistance alternatively the hell dusk armor gives us good flat damage reduction and flight the cloak of displacement is good for avoiding damage the legacy of the Masters gives us attack roll bonuses the gauntlets of Hill giant strength which can allow you to redistribute your ability scores or the Hess gloves which give us added damage or boots the boots of persistence are the best for the add of maneuverability or if you want to use these on a different character Black Guard Greaves can uh substitute the hell dusk boots are also not bad or rings the band of the Mystic scoundrel let us use hold person in command as a bonus action allowing us to get guaranteed crits off or CC enemies and finally for amulets The Amulet of The Devout can be good if you're going a more cleric focused build the ulet of Greater Health can let us invest our ability points in Constitution elsewhere and the face ambulance amulet is never a bad choice for any build and that's all for the items and that's everything for the build thank you guys for watching like comment and subscribe if you enjoyed the video and want more content like this and before I sign off for this vid since some people were concerned don't you worry Quincy is doing just fine see see guys he's fine anyways see you guys next time bye
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Channel: Stealth
Views: 96,296
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Keywords: balder's gate 3, bg3, bg3 build, baldur's gate 3, baldurs gate 3, balders gate 3, build, guide, op, multiclass, OP, paladin, Paladin, oath of vengeance, cleric, war domain, war priest, Cleric
Id: 2XzxDt6lHQE
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Length: 13min 55sec (835 seconds)
Published: Thu Oct 26 2023
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