Baldur's Gate 3 Paladin Multiclassing Guide & Ranking

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in this Boulders Gate 3 video we'll be taking a look at palad and multiclassing I decided to do a Guide Series where we take a look at each class and kind of go through all the other classes compared to it seeing why you may or may not multiclass with those classes deciding like what the break points are what would be the best place to multiclass with those classes if you decided to do it and why originally I had decided to do a second multiclassing video kind of going through all of this information but there's so much information that I felt like each class probably needed its own video in itself to go through all of this data so the first class we're going to compare Paladin 2 to multiclass with is Barbarian you get a lot of nice things from multi classing with Barbarian you get rage you gain Reckless attack which gives you advantage on a lot of your attacks you gain a subass at level three which can give you a bonus attack as an action or if you take Wild Heart can give you other bonuses and there are a lot of good reasons to multiclass Paladin with Barbarian in my opinion so probably the highest level you would take a paladin if you're you're playing a paladin Barbarian hybrid build or multiclass build would be level 9ish I think level 9 is probably the peak of where you would go and that's because at level 9 you gain level three spell slots and you gain two of them which is a lot for a paladin because you had seven spell slots to that point so you're effectively getting yourself like 28% increase in spell slots or something like that and these are level three spell slots too so your Divine smite's going to deal even more damage and if you played a paladin you know Divine Smite is a huge part of playing it so level 9 is a crucial level for paladins looking to get more Divine smites now if you go to level 10 in Paladin you're going to gain or of Courage which is going to make it so you and nearby allies within 3 meters can't be frightened you do not gain another spell slot so that's not super huge but what you lose out on is you're basically losing out on your Barbarian subass to gain that I don't think that's a great trade in my opinion so if you don't want to go all the way up to level 9 in Paladin the next probably place you would go is probably level eight and that's because at this point you'll have eight levels in Paladin four levels in Barbarian that'll give you three Feats still so you don't lose a feat so essentially what you're doing here is you're going okay I'm going to trade those extra level three spell slots for a feat now if that's a good trade or not is kind of up to you depending on the build you're going for but you're not going to gain anything additional from Barbarian at this point from picking up that level other than that feat so you kind of have to decide do I want the spell slots or do I want a feed and that really depends on like how you're building your Paladin I could see you going 8 and four here I think 9 and three is probably a little bit better in my opinion but 8 and four is also not bad and the last probably most likely place that you would multiclass a paladin with Barbarian is at six levels of Paladin and six levels of Barbarian and that's because you gain Aura protection at level six of Paladin which is phenomenal this allows you to add your charisma modifier to your saving throws which is huge you have 14 16 Charisma this is plus two plus three if you have more than that it's even higher that is a benefit you absolutely want if you're taking at least five levels of Paladin you might as well take six levels of Paladin in most cases in order to pick that up otherwise on the flip side if you decide to go five levels of Paladin and seven levels of Barbarian you're going to trade that aura of protection for feral instinct which is going to give you plus three bonus to your initiative roles and you can't be surprised this is also a really good bonus it's going to allow you to go sooner and combat so you can get your turn off faster but you're sacrificing those saving throws so I think as the game goes on Ora protection becomes stronger and earlier on in the game feral instinct is better but you probably won't be able to take this till you're like level 12 of your character anyway which is the very end of the game so I think Ora protection is going to serve you better as you go and if you're going six Paladin and six Barbarian I recommend either going wildart or wild magic here because they both gain benefits at level six wildart gets you know a boon that allows them to choose something that can really boost their character while wild magic allows you to replenish level one and level two spell slot which is great because that'll allow you to use more Divine smites so these are both really good and also wild Magic on Barbarian doesn't have any negative effects really so it's a phenomenal one to pair with Barbarian and keep in mind too that you can use Divine Smite while you're raging as a barbarian because it doesn't actually cast a spell it just consumes a spell slot so it's a very nice pairing so next we're going to take a look at Paladin and Bard multi classing and this is a really good pairing in my opinion it's one that I've done in my playthroughs simply because Bard is going to allow you to gain extra spell slots that you can then use Divine smites with because it's a full spellcaster it also uses Charisma for its spellcasting you'll have some as Paladin anyway so there's a really nice Synergy between Paladin and Bart so taking a look at where you would take your Paladin and Bard I think the highest you would go in Paladin is probably eight levels of Paladin and four levels of Bard and the reason I say that is because even though you miss out on level three Paladin spells and level three paladin spell slots by not going to Paladin level 99 paladins are actually half Caster in Boulders Gate 3 and what that means is if you take their level and divide it by two you effectively get the same amount of spells that you would gain if you were a full cter in this game like a bar so Paladin level 9 divided by two is 4.5 you round down that's four so four plus three you effectively have a level seven spellcaster by going nine Paladin and three bar however if you go eight Paladin and four bar you get 8 divided 2 is 4 plus 4 is 8 so you actually have a higher level spell cter by going that way you miss out on Paladin level three spells but you have more spell slots and you also gain that third feat by having that 84 break point so I think it's a better trade-off unless there's you know some specific paladin spell that you really want otherwise I think you come out better you come out with more spell slots for divine smites and you get that extra feat so the next highest you would probably go as a paladin is 7even palad and five Bard and that's because at level five of Bard you pick up font of inspiration which makes it so that your baric inspiration dice are replenished on short rest as well as long rest you can use them way more often you also gain one more use of Bic inspiration at this level so it goes from three to four which is nice and your baric inspiration die actually improves from D6 to d8 at this level so you're basically saying I'm going to sacrifice a feat at this point in order to gain that and depending on what Feats you need for your build that's what you're judging on so if you don't want to go eight 4 75 is also good you're going to get more you know Bic abilities with your Bic inspiration die and it's really up to you whether that's better not than a feat you might take and the last highest place I think you would go is six Paladin six College of L Bard specifically probably not the other two because they gain extra attack at this level of Bard and that's not helpful cuz that does not stack with Paladin's extra attack and keep in mind when we're doing these as well that I'm I'm thinking this as a paladin right like primarily as a paladin like that's how we're doing the multiclass if we were doing the flip side and we're multiclassing as a Bard you might take 10 levels of Bard two levels of Paladin but that's what we'll cover in The Bard video this is the Paladin video where you're primarily a paladin and the reason that you might go six Paladin six College of lore specifically is at level six you're going to gain extra magical Secrets which is going to let the Bard pick two spells two level three spells from a list of spells that are outside of The Bard spell list which is really great you can pick up something like Fireball or lightning bolt that can really add another dimension to your hybrid build and this setup will also so gain you level four spell slots because you'll basically be a level 9 Caster so you'll have more spell slots than either of the other two setups which you can use for demine spites as well next we'll take a look at Paladin and cleric multiclassing and there's less Synergy between Paladin and cleric than there is between Paladin and Bard and that's because clerics use wisdom for their spellcasting ability modifier where Paladin use Charisma and bards use also Charisma so there's a lot more Synergy between Bard and Paladin less so between in cleric and Paladin but that doesn't mean you can't multiclass these two classes and probably the biggest reason to multiclass them are similar to the reasons with Bard you're going to gain extra spell slots that you can then use for divine Smite which is also strong and also some of the unique spells from cleric will be available to you that are not available on Bard for instance you could pick up guidance if nobody else has that or you can pick up Sanctuary which is another really strong cleric spell that doesn't require like any wisdom at all pick up healing word which is a nice ranged bonus action heal that can pick up players or characters that have been you know downed wording bond is also really strong doesn't require wisdom in order to use Mass healing word is another good AOE heal that can pick up multiple characters and you can also still gain revivify even if you don't go to nine levels of Paladin and probably the highest you would go on Paladin is eight levels of Paladin four levels of cleric for similar reasons that we did it with Bard in that you're going to gain more spell slots this way than if you go nine and three cleric and you will still gain your third feet so that's really really strong and the other most likely place that you would probably multiclass is six Paladin and six cleric and this is because you'll gain the most possible spell slots by still having at least six levels in Paladin you'll still gain Aura of protection you'll still have extra attack from Paladin and you'll have access to level three cleric spells and some of these are really good and also because a lot of cleric subclasses gain a benefit at level six for instance life domain makes it so that if you heal a character then you also gain heal at this level light domain allows you to use warding flare on other party members so there are reasons to go to level six depending on your subclass and that's a good break point for the other reasons as well and taking a look at Paladin Druid multiclassing and this is kind of a tough one because Druids have unique feature called wild shape that allows them to shift into animals and attack and combat but you can't use Divine Smite while you're in this form so there's not a ton of synergy between that mechanic which is really a huge part of Druid and and paladins and the circle of moon Druid really focuses on that aspect so I don't think you would be multiclassing a paladin with a circle of moon Druid now you can multiclass a circle of land and circle of spores Druid more effectively with a paladin than circle of moon and I think it's likely that if you're going to do that multiclass you'll probably go six levels of Paladin and six levels of Circle of land or circle of sports and at six levels of Circle of land you're going to get three natural recovery charges which is going to allow you to replenish like three level one spells or a level three spell slot or a level two spell slot level one spell slot either way these are really good for more Divine smites so that's really nice you won't get another one of these at level six of Circle of land but level five you'll gain one which is good you also have some decent spell selection at level five of Circle of land um you'll be able to choose up to that point from like blur which is nice to give disadvantage on attack against the Paladin you get Misty step if you don't already have it with one of the sub classes you can gain haste for extra attacks or M image for more defense here's there's some good spells you can gain from circle of land that can benefit a paladin that aren't necessarily spells that you know require High wisdom in order to use and you can also get like guidance or something like that there are you know a number of Druid spells that are still good and also at level six of circle land you'll gain land stride which removes you know difficult strain from slowing you down in combat Palin struggle a bit with Mobility so this is a really good break point in my opinion and why it's really good to have six and six is again you gain extra attack from Paladin at level five or a protection at level six and because you have that nice even break point here you're going to have you know basically three full Caster levels from Paladin and six from drid that's going to give you a Caster level of nine allowing you level five spell slots which is really really strong for your you know many Divine smites that you might use and if you're talking about circle of spores DD then you're going to gain symbiotic entity which is going to give the Paladin extra temporary hit points and increase their damage by giving them extra necrotic damage that they can deal it's also going to allow them to use Halo spores as a reaction to deal some more necrotic damage and while symbi entity is active that damage is going to increase and why this is important to have like six levels here is because symbiotic entities temporary hit points goes up by four for every level of Druid so if you don't have some levels of Druid it's really not that great right so if you like go two levels of Druid to get this you're going to have eight temporary hit points well that's not very much hit points by the end of the game but if you have six levels you'll have 24 hit points temporarily and that's really really strong and you can still use Divine Smite while using this even though it uses a wild shaped charge which benefits the Paladin greatly and also at level six of circle spores Halo of spores damage will increase to 1d6 so that's a nice increase and you'll also gain fungal infestation allowing you to raise undeads so you can kind of have a pseudo like Undead army with your Paladin build so I hope you can see why you probably go at least six levels in six if you're going to go Druid and Paladin otherwise I think you'd be better off taking a different class to multiclass Paladin with because you really need to get some levels in Druid to really get some investment out of it so the next class we're going to take a look at is Paladin fighter this multiclass combo and this is a really great pairing in my opinion paladins get a lot of their stuff like you know between levels one and nine and picking up a few levels or a couple levels of fighter can really give you a lot of extra stuff you can get an extra fighting style you can gain action surge which recovers on short rest which is really good you can pick up a couple fighter sub classes some of these are really good pairings with Paladin so let's get into this a little bit so the highest you'd probably go is 10 Paladin Two fighter if you're doing this multiclass you're going to gain another fighting style and you're going to gain action surge which replenishes on a short rest as well as second win if you do this and this is a tough one CU essentially what you're losing by not going 12 pal in here is a feat a level three spell slot and you're also losing 1 to eight radiant damage on all your melee attacks so you're gaining some burst damage from acent surge once per fight but you're losing reliable DPS and you're also losing one spell slot you can use for divine Smite at level three which is very strong so the reliable DPS might be better over a longer fight but sometimes burst DPS is more useful to take down an enemy before it can do something bad to you so there's kind of a trade-off there and this is kind of a tossup so if you go nine Paladin and three fighter you're basically have the same spell slots that you would have if you have 10 Paladin but you're also gaining that sub class of a fighter and there's some good things from subclasses if you take eldrich Knight for instance you can have access to like Shield or magic Missile or some other really good spells that don't really require intelligence that just might be good for utility if you take Battle Master you're going to be able to use your superiority die to add 1 da8 to a lot of your attacks and also use some other Maneuvers that you might want to do if you take Champion going have increased critical chance these are all great in my opinion so I think nine Paladin three fighter is a bit of a better Sweet Spot than 10 Paladin Two fighter and then obviously you can go eight Paladin four fighter and here you lose those two level three spell slots and you gain a feat in exchange similarly to Barbarian you have to judge whether that's you know a good trade-off for you I personally don't think it is but you could do that if you want to pick up another feat and the next multiclass combo we'll take a look at is palad and monk this is a really good pairing in my opinion it's probably a bit more unconventional than most paladins would play and probably if you're playing this way you're kind of playing an out of the box type Paladin but there are a lot of good synergies between Paladin and monk so let's take a look at the highest level Paladin I think you would take with Monk and that's 11 Paladin one Monk and basically what you're saying is I'm going to sacrifice a feat and gain Flurry of Blows as a bonus action using key I'm going to gain a couple of key points I'm going to be able to use melee weapons with dexterity instead of strength even if they're not finesse based I'm going to have boosted unarmed attack damage and I'm going to be able to attack unarmed as a bonus action if I attack with a weapon so there is a lot to love there but this is probably best on a character that's planning to be dexterity based so if you're going to play a dexterity Paladin then this would be a good mult mul class now if you go 10 Paladin and two monk essentially what you're doing is you're giving up one level three spell slot you're giving up improved Divine Smite so 1d8 radiant damage on all your melee attacks and instead you're gaining unarmored movement which is probably not something you're going to use with this build but you will gain patient defense step of the wind Dash and step of the wind disengage which allows you to boost your defense or Dash or disengages bonus actions using key these are really strong in my opinion whether they're stronger than the radiant damage and the spell slot is kind of up to you but this will kind of resolve one of the issues that paladins have which is mobility and that's really nice to do so then at nine levels of Paladin and three levels of Monk you're going to gain deflect missiles which again is really only useful if you are a dexterity Paladin so if you're not playing dexterity then you know it's not so great and your unarmed attacks are also going to go up in damage which is great and you're going to be able to choose a subass here you can choose any of them but probably the best two pairings are way of the four elements or way of the Open Hand and you know way of shadow kind of deals with you know stealth and if you're wearing like medium or heavy armor you're not going to be a very stealthy character so You' probably take one of those two sub classes here if you're going to go that way and at eight Paladin and four monk you're basically again sacrificing those two level three spell slots which you can use for divine smites for a feat and also to reduce your damage when you fall um I don't think this is the greatest trade-off I don't think eight and four would be a great break point I think I would prefer to go 9 and three or even seven and five p and monk at 7even pound and five monk you'll gain access to stunning strike allowing you to use your key in order to try and stun an enemy and the the difficulty class that they must save against with Constitution is equal to 10 plus your strength or dexterity modifier whichever is higher so you don't need wisdom for this to be effective so this can be really nice because you can lock an enemy down if you can keep pulling this off and then if you go six palad and six monk which is really the lowest I would get with Paladin so this is probably the last break point I would recommend you're going to gain key owed strikes which allows your you know unarmed attacks to overcome bludgeoning resistance when you use it but regular bludgeoning resistance not magical blooding resistance I know that's confusing so in some cases it will overcome it but not all the time and then you get some really good subass features here as well depending on if you went way of Shadow or way of the open hand not so much if you went way of the four elements I probably wouldn't recommend going six and six if you went way of the four elements but if you went way of the Open Hand you're going to gain manifestation of body mind and soul allowing you to add uh damage types to your unarmed attacks giving you even more damage which is great and you also gain wholeness of body which allows you to regain half your key points and also heal yourself and give yourself an extra bonus action for a few turns and then if you went way of Shadow I think this is probably the break point I would take if I went way of Shadow I don't think I would take any of the other break points for way of Shadow because this is really the best part you can actually use as a bonus action teleport to a target from Shadow into Shadow and then your next attack will have Advantage that'll boost your chances of succeeding on your next attack that can be really nice for divine smites Etc so there is a reason to go six and six with Paladin and monk as well but probably only with those two subclasses and not way the four elements next we're going to take a look at Paladin Ranger multiclass and there's not a ton of synergy between these two classes predominantly because Rangers like clerics and Druids use wisdom for their spellcasting ability modifier while paladins use Charisma there are also not a ton of other benefits to be picked up by Paladin from Ranger for instance if you're going Beast Master Beast Master needs a lot of levels in Beast Master so if you're going to play a paladin Beast Master You' just be better off playing as a Beast Master but one thing you can get if you go 11 Paladin and just one level of Ranger is you get to choose another skill and you can also gain other skills from favorite enemy or natural Explorer or other things you might want like damage resistances Etc and in that would basically be an exchange for a feat so that is not a bad pickup in exchange for feet if there isn't a specific feat that you need but if you're not going to dip one level into Ranger just for those things then the next most likely place and the only other place I think I would recommend you know multiclassing Paladin with Ranger is nine Paladin and three gloomstalker or three Hunter again Beast Master doesn't make much sense to dip into because your companion will just be too weak to do anything but with gloomstalker you can gain dread ambusher giving you you know higher initiative and also allowing you to move further and deal extra damage as well as an extra attack on the first turn of combat which can be deadly and Hunter you can pick up things like Colossus Slayer or hord breaker although in my opinion Colossus layer is outshined by improved Divine Smite so you'd be better going 11 Paladin and one Ranger than you would you be going you know nine Paladin and three Hunter just for that one but if you want like hord breaker or something like that then Hunter would not be a bad choice but I think bread ambusher from gloomstalker is a better pickup so next let's take a look at pal and Rogue multiclassing and there are some decently good synergies here some that might surprise you however you're probably not going to want to take this multiclass unless you're planning on using a finesse based weapon and that's because you cannot take advantage of melee sneak attacks unless you're using a finesse based weapon and if you're using a ranged weapon for sneak attacks you'd have to be hidden which is not something Paladin typically focus on and unless they're dexterity focused Paladin they're not going to have very good accuracy at range anyway so at 11 levels of palad and one level of Rogue which I think is probably the highest you would take this you're essentially trading a feat from Paladin in order to gain 1 D6 or one to six sneak attack damage once per turn if you can man manage to pull that off and you're also going to gain one skill and you're also going to gain expertise in two skills and two of those skills could be deception intimidation or persuasion Paladin typically have high Charisma and they are typically talking a lot so getting that expertise in order to help with their dialogue checks could be really nice on top of that extra damage now if you're talking about going 10 Paladin two row you're essentially trading a level three spell slot and you're trading improved Divine Smite which is 1d8 radiant damage on all melee attacks we're cutting action hide cutting action Dash and cutting action condition gauge making these bonus actions not really hiding much as a paladin particular if you're wearing like heavy armor or something so that's not so great but Dash and disengage are kind of nice allowing the Paladin a little bit more Mobility but I don't know if it's worth trading that damage and that spell slot for so that really depends on what your needs are in combat now if you're talking nine Paladin three Rogue you're going to gain extra sneak attack damage 2d6 so basically double sneake attack damage at this level if you can manage to do that each round you're going to get to pick a subass here I would suggest taking thief or assassin if you're going to take one this is give you an extra bonus action if you're Thief so maybe if you're like a dual wield Paladin You' be able to you know attack with that off hand twice every turn or if you're playing assassin you're going to gain some benefits from it like it's all of its benefits of assassin are pretty much at level three and you know even though you're not probably going to be playing a you know stealthy Paladin most of the time a lot of those benefits can still apply to you if you have like another stealth-based character in your group that's triggering combat and the reason I don't recommend Arcane trickster at 9 and three is because if you go eight Paladin and four Arcane trickster come out with the exact same spell slots as if you go nine Paladin three Arcane trickster you gain that extra feet so if you want to go with Arcane trickster you'd be better off going eight and four and then probably the last break point would be six Paladin and six Rogue and that's because you're going to have extra sneak attack damage at five rogu so you'd have three decent you also gain uncanny Dodge at level five of Rogue which makes it so you can use a reaction to reduce the damage you take from an attack which is really nice that'll help you know prevent damage on your Paladin should he get hit but then if you also go to level six you're going to gain expertise in two more skills and this might not be useful to if you've already taking expertise and two dialogue skills you could take it in another one and maybe take acrobatics or something it's not as strong but if you're playing like Arcane trickster for instance you will gain the same amount of Spells at six levels of Paladin six levels of Arcane trickster as you would at eight levels of Paladin and four levels of Arcane trickster but you'll have more selection of spells as an Arcane trickster be able to sub out spells and get some better ones so I think if you're playing an Arcane trickster probably six and six is the way to go with Paladin although eight and four is also not bad if you would rather have that extra feat thief and assassin really don't gain any extra benefits at level six but basic rogue does so uncanny Dodge is good extra sneak attack damage is good expertise is good and basically what you're losing is you're losing like an aura for doing that and you're losing a feat so you have to decide if losing an aura and a feat is worth uncanny Dodge is worth sneak attack extra damage and is worth expertise and two skills that's really up to you otherwise you would go higher in Paladin and lower on row so next we come to Paladin Sorcerer And this is another really good pairing in my opinion because sorcerer spells scale off Charisma much the way bards do but obviously sorcerer is a bit more offensive than Bard is so you'd have more offensive spells to choose from than probably Bard would and there are some other good synergies here for instance at 10 palad and into sorcerer you will gain sorcery points that you can then use for your metam magic and this can allow you to Twin spells or extend spells or make spells careful or you know increase the distance of spells and you probably if you're playing a paladin sorcerer probably want to go at least two levels of sorcerer in order to be able to get those sorcery points or in my opinion they're really isn't much Point going sorcerer at all and then if you're talking about you know going further into sorcerer dropping down Paladin levels again 9 and three Paladin three sorcerer isn't really needed much the same reason with Bard Etc because you're just better off with eight Paladin enforc sorcerer because of the way that spell slots work in this game and that will allow you to be able to gain three Feats as well you won't have access to level three Paladin spells but there are not that many and in exchange you'll have more spell slots to use that you can use on Divine Smite and you'll gain that feet and also by having at least three levels of sorcerer you're going to be able to gain access to Quicken spell allowing you to use your bonus action to cast a spell using three sorcery points so you could theoretically in one turn with your Paladin then attack twice and throw a spell with a bonus action which is a huge turn in my opinion and it's a deadly pairing but again probably want eight levels of Paladin and four of sorcerer rather than nine Paladin and three sorcerer and lastly I really like six palad and six sorcer much like six palad and six B for similar reasons you still have extra attack still have Aura protection allowing you to use your charisma modifier to add to your saving throws you have more spell slots than any of the other combinations I just mentioned which means more Divine smites and also at level six you gain access to another subass feature no matter which subass for sorcery you choose so for draconic bloodline this is going to like affect a damage type uh which is really nice storm sorcery will give you a nice little benefit too wild magic will give you a nice benefit in Bend luck which can be very very beneficial IAL to someone who constantly attacks in combat so there's some great pickups from sorcerer at level six as well and I think this is probably the best sweet spot in my opinion if you're going to go Paladin Sorcerer And next we come to Paladin Warlock multiclass and this is another really strong pairing for Paladin because warlocks cast their spells based off their Charisma just like bards and Sorcerers do so it's a really nice addition to it and because you can get eldrich Blast from warlock it gives Paladin a really nice ranged option something they back if they're going like strength Charisma typically unless they're throwing weapons so this is a great way to have a ranged option and still deal decent melee damage as well and typically the highest you'll probably go with Paladin warlock is 10 Paladin two Warlock and that's because at level two of warlock you're going to have two warlock spell slots you're going to have access to eldrich blast you're going to have two eldrich invocations which you can use to buff eldrich blasts Effectiveness allowing it to knock back and deal more damage based on your charisma so that's all really good for two levels and those spell slots replenish on short rest giving paladins more spell slots for divine Smite that they can use in between long rest which is really nice and if you go nine levels of Paladin and three levels of warlock you'll actually come out a little bit better here because your spell slots for warlock spell slots will upgrade to level two meaning that Divine smites used with them will be more effective or any warlock spells you use for that manner will be more effective and you can also choose packed with the blade here which makes it so that your melee attacks will use your charisma modifier for their hit chance and damage so you could play a paladin warlock that just Stacks Charisma and doesn't really need strength allowing you to like focus on like Constitution and Charisma really and not have to spread your stats around as much if you go eight Paladin for warlock you're not losing out on a feet but you do lose out on two level three paladin spell slots because warlock spell slots and regular spell slots work differently so I wouldn't necessarily recommend that unless there's a feat you absolutely need and then if you go Paladin seven levels and warlock five levels you're if you went packed to the blade you'll actually gain an extra attack with your packed weapon so if you bound your weapon to you'd be able to attack twice and if you have extra attack from Paladin which you should you will be able to attack three times because this actually Stacks with it this gives you three attacks which is absolutely amazing and your spell slots will have increased to level three spell slots for warlock making your Divine smites that you use with those hit harder and obviously you can cast level three spells as well like lightning bold or Fireball so those are really deadly and you'll gain access to another eldrich invocation as well this is really really good in my opinion if you're talking about like best bang for your buck if you're making a warlock Paladin this is probably the Sweet Spot it's either that or nine and three of Paladin I think this is a bit better in my opinion now you can go six Paladin six warlock in order to pick up a subass feature and drop one of your auras but in my opinion the subass we features are kind of weak for warlock at level six so I don't necessarily recommend doing that and I obviously wouldn't go any lower on Paladin than six and lastly that brings us to Paladin Wizard multiclass and again this is another tough one because Wizards use intelligence for their spellcasting ability where paladins use Charisma so in order to have effective offensive wizard spells you would have to have high intelligence and with your stat spread as a paladin being Charisma Constitution strength typically that doesn't leave a lot of room for intelligence so you'd have to be pretty particular about the spells that you select as a wizard and I could see going 10 Paladin and two abjuration or divination wizard here for their bonuses that they gain when they first become those schools um this would give them like abjuration would give you a lot of damage reduction wouldn't give you a ton but it would give you some um at this level and divination would also give you like ways of rrolling action so that you have a lot more success um inside of combat and that's really nice um also because Paladin divided by two here is five plus two from Wizard you're going to have level four spell slots to use your Divine Smite with which is really nice and if you don't go 10 Paladin and two wizard abjuration or divination you might go eight Paladin and four wizard abjuration or divination for similar reasons this would make Arcane Ward stronger if you went abjuration doesn't really do much more for you if your divination however it would give you access to wizard level two spells and would also make sure you had all three Feats and you come out with one more spell slot than if you went 10 and two so overall I think it's a little bit stronger and again you could go six Paladin six Wizard and this would make your Arcane Ward even stronger if your abjuration but also allow you to consume it to apply the damage reduction to like an ally divination gets more port and die here which is great um necromancy allows you to make your summon Undead stronger there's some nice Synergy there if you're playing like an oath breaker Paladin that works out really good if you're going that route and then transmutation allows you to like create a stone here that gives you con ution saving throw proficiency which is great for concentration checks so if you don't want to use an armor that gives you like you know Constitution saving throw proficiency that's great to have in your inventory for that and you again you come out with more spell slots with six Paladin and six wizard then you do either the other two setups giving you more Divine smites which is nice but again if you're going to go wizard with Paladin you're going to probably pick more defensive type spells something that doesn't require High Intelligence to hit an enemy things that you know buff your teammates or something like that that way you don't have to spread your stats around so crazy so that wraps up our guide on multiclassing Paladin I've always wanted to do more in-depth guides about this after doing the class videos I just haven't had a lot of time there's been a lot of crazy releases hope you guys enjoyed this one if you have questions or comments or if you have other tips that I didn't mention in this video you can leave them in the comments below let me know what you guys think about this video it's a lot of work to put this together I really want to do these for the other classes but I want to see if there's interest out there before we do them all so let me know what you [Music] [Music] think
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Channel: Fextralife
Views: 39,486
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Keywords: baldurs gate 3 paladin multiclass, baldurs gate 3 paladin multiclass build, baldur's gate 3 paladin build, bg3 paladin multiclass, bg3 bard paladin multiclass, baldurs gate 3 build paladin, bg3 paladin multiclass build, bg3 paladin warlock multiclass, baldurs gate 3 builds, baldurs gate 3 build, baldurs gate 3 builds 2023, bg3 paladin build guide, bg3 paladin bard build, bg3 op paladin build, bg3 paladin warlock build, bg3 paladin sorcerer build, bg3 build ideas, BG3 Ranking
Id: BlVZz-_dza0
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Length: 33min 18sec (1998 seconds)
Published: Tue Oct 31 2023
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