DEATH KNIGHT Paladin/Warlock Build + Gear | Baldur's Gate 3

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that's right it's your boy today we are creating one of the most busted builds in the entire game and also one of the coolest that's right we are creating the death knight I'm a strong advocate for not going completely minmax on your characters all the time but I accidentally made this build completely op when I was role playing at death knight so I'm here to share the experience if you like this video make sure to subscribe for more and I will show the full build path on screen right now in case you don't have time to watch the full video and to further entice you to destroy that subscribe button do it hit the button as I make bg3 content all the time and would love to have you around so hit the Bell as well and let me know down in the comments what you liked about the build or what you want to see next welcome to purge evil thank you for stopping by let's get into it level one there are several ways to go about building the infamous death knight but for this version we will mainly be using Warlock and Paladin with an extra two levels that we can dip into something else later if we deem so necessary today's death knight is going to focus on just completely annihilating everything in his path with no regard for human or tling life in an endless search for more power and for that reason I will begin our video by immediately going into oathbreaker I suggest taking Vengeance Paladin when you make your character and you can check out my Vengeance Paladin build for an overview of that subass before you make your decision to break your oath Link in the description now just before we actually get into it make sure your fighting style is for great weapons and your abilities are something like strength 16 dexterity 10 Constitution 14 intelligence 8 wisdom 8 and Charisma 17 make sure you get the hag's hair as early as possible and definitely make sure to get the hag's eye to look badass the best race is obviously the human and if you disagree you're wrong take perception with the extra skill and take intimidation and insight for your other ones also go crazy with the liid powers and make sure you pass all the dice rolls at the zisk so you can use those Powers as bonus actions this death knight is more of a subjugator rather than a necromancer so if you want an army of the Dead Necromancer version of the death knight let me know down in the comments with that being said make sure you get the dance maber fiends from the necromancy of they for ultimate flavor the other permanent companions are cool to have as well but you 100% have to get the four fiends at level one the oath breaker gets spiteful suffering I'm going to be honest you're rarely going to use this unless you're able to perform another action using haste or by some other means the reason being this seems to be a lackluster ability that takes your main action point to use and a channel oath charge spiteful suffering does 1 D4 plus your charisma modifier necrotic damage each turn for three turns and attack rolls against it have Advantage which is actually super useful the problem is as I stated before it uses your main action so nine times out of 10 you're going to be better off attacking or using something more useful and we'll have plenty of ways to gain advantage on our opponents anyways very shortly opening up combat using this on your first turn might be the only best time to really use it level two at level two we'll unlock our smites make sure you equip all three and check your reaction boxes for your Divine smites command is my next favorite spell to have and then you can either prepare Divine favor or heroism the main Smite you're going to use besides Devine smites which proc whenever you land a regular attack is going to be thunderous Smite this is insanely busted because it not only deals heavy damage plus Thunder it knocks your opponent prone and we all know how abusive we are towards this mechanic again if you want a more in-depth explanation of the regular Paladin abilities make sure to visit my Vengeance Paladin build Link in the description I promise I will only plug it like one more time level three now at level three you're going to have to make your biggest decision of the entire build at this point we've oath breaking so we can no longer respect without going through the motion so you have a couple options option A which is my preferred option is to immediately spec into warlock so we can gain much needed passives and abilities to completely bust our build as early as possible or option b continue pallad in a level five so you can get extra attack and then start multiclassing into warlock option A sees us getting extra attack at level seven which is just fine in my opinion for the trade-off of abilities we gain so going with option A we now spec into Warlock and you can take either the fiend or the great old one the clips you're going to see are going to be of a death knight using the fiend but I can argue for you to actually take the great old one specifically because when you land a critical you frighten the Target and nearby enemies which is just absolutely in character for a death knight and actually pretty busted and I think it fits pretty well taking the fiend will grant you temporary hit points after killing an enemy which is always nice but the best argument for taking fiend is going to be Fireball the most insanely busted spell in the entire game for the purposes of this video we're going to take the fiend dark one's blessing is the passive that grants us temporary hit points upon a kill equal to our Charisma modifier plus our warlock level for our two canant trips you already know we're taking eldrich blast the strongest can trip in the entire game and friends to make all of our Charisma checks just that much easier by giving us Advantage do not get hellish rebuke as we will get this from the oathbreaker subass for our two spells we shall take arms of fadar and hex if you took the great old one subass I highly recommend taking armor of agius here the reason we won't take it using the fiend is because the temporary hit points granted from each ability do not stack and I like having more spell slots for smites and spells instead consider replacing something for armor of agius once we unlock level three spells as the buff from the spell would be much stronger than the buff from the fiend at that point please keep in mind that we also will have access to hunger of Hadar another spell that I'll recommend you replace something for at level five warlock due to how busted it can be remember that you can only replace one spell per level up arms of Hadar is perfect for the death knight as he will always be in the enemy's face and likely will be surrounded a majority of the game this is an AOE that does 2d6 necrotic damage in a 3M radius it also applies a condition that prevents enemies from taking reactions in case you need to move away without getting opportunity attacked hex will simply be treated as if it were Hunter's Mark but it will instead deal an extra 1d6 necrotic damage with our attacks the ability you actually hex has little to no effect in combat so don't worry too much about it level four moving on to level four warlock 2 we get another warlock spell slot and a new spell that will be burning hands I like this because it is a conical AOE type of spell that does 3d6 fire damage to each Target caught within the blast this isn't going to be your go-to move but it can can be very useful if there's multiple enemies in front of you and can even be used kind of like a cleave in that sense to finish multiple enemies all at once plus it's some pretty cool flavors seeing as our Death Knight has an endless lust for power and for sure would harness fire next we have our eldrich invocations which of course will be agonizing blast adding our Charisma modifier to the damage that each beam from Eldridge blast does and Devil's sight which now allows the death knight to see in magical and non-magical darkness you already know what's coming at level five here we take warlock 3 upgrading our warlock spells to level two spell slots and now we will unlock Darkness absolutely one of the most busted spells to abuse as you can essentially lock down an entire area to yourself giving you advantage on every enemy within the darkness as they will all be blinded which also means they'll hardly be able to even hit you not to mention ranged attacks cannot penetrate the darkness but since the Death Knight has Devil's sight he can easily peer through the darkness and send an Eldridge blast down range this is one of my favorite spells to use and I recommend having your other party members be able to utilize it as well to synergize best with their obvious leader the death knight at level five oathbreaker we will automatically unlock Darkness as an always prepared spell so consider replacing this version of Darkness with something else you'll have to do this by warlock 5 as again you can only replace spells on level up and we can not respect being an oathbreaker so do make note that you'll be without Darkness for a few levels although one of your party members should be able to pick up that slack for our packed Boon we will obviously take packed of the blade and ignore the ability of the same name because we will only be using bind packed weapon this binds your weapon meaning it can't be dropped but it also now completely utilizes your charisma for damage instead of strength at this point if you haven't broken your oath and don't have the stats I recomend recommended take this time to resp your strength down to 14 and boost your charisma to 17 otherwise if you already had your charisma at 17 add the extra points into your decks level six moving on to level six warlock 4 we get our first feat which of course will be great weapon Master definitely the best feat in the game for a two-handed user first when Landing a critical or killing an enemy you can make another attack using a bonus action second we now have a passive that can be toggled on and off which reduces our attack roles by five but gives us a plus 10 damage bonus in return which is a huge tradeoff and will make our attacks hit incredibly hard remember if you don't have a high enough chance to hit you can toggle this passive off and your attacks will roll like normal we get another spell in can trip and you can take any can trip you like but I'll take poison spray to fit the theme of the death knight cuz he's still partially decayed right and for the spell I like to take Misty step especially since we won't be getting it from the Vengeance Paladin consider replacing one of your spells with armor of agius for reasons I stated earlier level seven here at level seven and our final necessary level into warlock our warlock spells are now upgraded to level three spells and we unlock some more good stuff first we now have deepen pack extra attack simply allowing for a follow-up attack after your first a spell and another eldrich invocation for our spell we obviously have to take Fireball arguably the best damage spell in the entire game this is a huge AOE on impact spell that does eight D6 fire damage with a 4 M blast radius the death knight is the most powerful fighter at all times on the battlefield so it's no wonder he'd go out of his way to learn to use this spell for the invocation the best one would probably be repelling blast when you hit an enemy with the beam from your eldrich blast they'll now be knocked back 4.5 M so either get the [ __ ] off me or send them into the chasm this can be toggled on and off at this point in the game you're going to be so overpowered you could probably just stop leveling and go fight the absolute in a 1 V one on Rust and come out untouched I'm not even joking when I say this I accidentally made this build on my first evil playthrough and it was absolutely ridiculous the amount of damage I was dealing around this time consider replacing Darkness with Hunger of Hadar for reasons I stated earlier level eight at level eight we finally move back into Paladin gaining another regular level one spell slot and you can prepare any spell here as we're not going to be using them much if at all being a level three oath breaker we now have hellish rebuke and inflict wounds always prepared which are both decent spells in their own right hellish rebuke is a reaction spell that you're able to activate when an enemy hits you and retaliates dealing 2 d10 fire damage and they will still take half damage if they pass the dexterity saving throw inflict wounds is actually a fairly heavy hitting melee spell that deals 3d10 necrotic damage and while most of our damage is going to come from our melee attacks it can be fun to sometimes dip into the death Knight's disgusting and vile power adding to our build's theme we also gain two channel oath abilities being control Undead and Dreadful aspect further devolving the Paladin into a true death knight with control Undead we can now Dominate and control an undead creature effectively adding another body to our party as the undead will follow the death knight around and attack his enemies lasting until long rest this ability is the best argument I have for taking your Paladin five levels first before taking warlock so that you'll have this ability for the entirety of act two which is swarmed with Undead Dreadful aspect is a very useful ability as the death knight unleashes his darkest emotions to frighten enemies within a 9 M radius around him frighten comes with a wisdom saving throw and will cause the effected creature to have disadvantage on ability checks and attack rolls and also cannot move this can last for 10 turns level 9ine moving on we take Paladin 4 and get another lay on hands charge in our next feat make sure to quickly take ability Improvement to cap your charisma at 20 Level 10 level 10 will be Paladin five which will be the last mandatory level for this build as you have been completely overpowered for a while at this point and anything else added to this build is just going to be cherries here we get another level one spell slot and two level two spell slots along with our second extra attack allowing the death knight to literally annihilate anything he sees in one turn with three attacks for if you include the bonus action from great weapon Master you also have access to level two Paladin spells which you can either prepare branding Smite bless or lesser restoration level 11 and 12 for the last two levels of this build I do not have a specific path to take but I I will share with you what I did from my death knight and some other possible options you could take as well but honestly there are many different paths you could take and none of them would be wrong for me I wanted as many attacks as possible all the time I also took a bit of a different path through the levels than what I recommended throughout this video the reason I didn't include it was just because it wasn't optimal at all but anyways I multiclass yet again into cleric that's right my friends the best class in the entire game the cleric it was a no-brainer for me as I didn't care about anything but getting the war domains priest charge bonus action extra attack I'm not going to bother explaining any of the cleric spells this comes with as you won't be using them anyways if you've made a weapon attack on your turn you can then make an extra attack using your bonus action and a priest charge so even if you don't land a critical or kill an enemy with the great weapon Master feet you can still make that extra bonus attack the priest charges recharge on Long rest of course taking another level into war domain cleric will grant you a channel Divinity charge and two abilities to use it with being turn Undead and guided strike the main reason for taking this level guided strike will prompt when you make an attack that misses and will add a plus 10 bonus to your attack roll heavily increasing the chance for you to land that hit probably never missing again take tals as your deity for sick dialogue options some other options are warlock 6 for dark one's own luck but that isn't really necessary with the death Knights insane Charisma and his party members to buff him as well two more levels into Paladin would Grant you two auras protection and hate the first giving you and your allies a bonus to saving throws equal to your charisma modifier and the second grants you and nearby fiends and Undead additional attack damage equal to your charisma modifier as well Sorcerer And Bard are also options as they stack with Charisma and you can never count out two levels in the fighter for Action surge so there are plenty of options but but I would say take the war domain cleric or take the Two fighter levels gear I'm going to do gear a bit different for this build seeing as you would mainly be using the same gear from my best Palladin gear explain video and maybe even some from the Griffith video like the Daredevil gloves which makes your spells into melee for things like Eldridge blast or even quick spell gloves to use your spells as a bonus action for that reason I will only include a few pieces of gear as options for the death knight flavor first we have Reapers in brace obviously the best candidate for death knight armor with adorned skulls and just a badass look overall this is 19 AC heavy armor that reduces all incoming damage by two and comes with a toggleable passive called Reaper rigidity when activated you can't be moved by any spell or action in example Thunder Wave or shove but you have disadvantage on dexterity saving throws which honestly isn't much of a big deal we also get H of the Dead this ability is similar to Dreadful aspect but instead you will let out a bone chilling how that no numbs all nearby creatures in a 3 m radius numb is a condition that halves the creatures movement speed and the Death Knight will have advantage on attack rolls against those creatures this can last for three turns or can be removed by help or when hit by the death knight so make your follow-up attack a huge one this is obviously from krick's Corpse circle of Bones is an amulet that grants the death knight the anime dead spell and with this he can raise an undead from the corpse of his enemy and also grants an undead Ward which Buffs Undead within 6 M around the death knight with resistance to bludgeoning slashing and piercing damage resistance has the damage taken from these types so this is extremely useful especially for the second version of the death knight which I will make a video if you guys are interested for the death Knights amulet I like spectator eyes or strange tendril amulet spectator eyes grants you two abilities Ray of fear and wounding Ray both of which can be used once prolonged rest they aren't particularly powerful abilities in the late game but have some pretty cool death knight flavor in my opinion you get this from The Spectator in the underdark ray of fear frightens a Target within 18 M for two turns and wounding raid deals 2 d8 necrotic damage and will do half damage if the target passes a constitution saving throw strange tendril amulet grants you average black tentacles which can be used once prolong rest this ability Sprouts Tentacles from the ground with a 6m radius turning the area into difficult terrain while also attacking and smothering any who are caught inside this will deal 3d6 bludgeoning damage per turn and debuff the affected creatures with disadvantage on attack rolls and dexterity saving throws while giving you and your allies advantage on attacks against them this can last for 10 turns and requires concentration for Rings The Strange conduit ring is decent because we will almost always be concentrating which while wearing this ring will grant our attacks in additional 1 D4 psychic damage the other ring I like to wear is obviously the Ring of EX exalted marrow this ring grants you two abilities being exhort the Risen and ghoulish touch both recharging on Long rest exort the Risen is basically another version of the command spell which this one works on Undead ghoulish touch I found to actually be useful at times as you will deal a humble 2d6 necrotic damage but also have a chance to paralyze the target for two turns essentially giving you free reign to annihilate them last but not least make sure to equip your hell Rider Longbow for a plus three bonus to initiative roles not worrying about the other perks and with that you now have the most disgusting vile and overpowered death knight in the entire universe capable of completely obliterating balder's gate and whatever the absolute is if you like this video please make sure to subscribe as it helps the channel out tremendously and I constantly uploading balers Gate 3 content and in the future more crpg DND type content as well leave a comment down below and tell me what you liked or disliked about the build and what you might have done different this is probably my favorite build to play as in the entire game and I'm happy I finally got to share it with you all so thank you for stopping by and until next time Purge evil in my I put it on yet ground in my palm but I ain't put it on yet ground in my palm but I ain't put it on yet ground in my P but I ain't put it on yet
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Channel: PURGE EVIL
Views: 122,267
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Keywords: Gaming, Purge Evil TV, Bg3 death knight build, bg3 paladin warlock build, bg3 bladelock build, bg3 hexblade build, death knight, baldurs gate 3 death knight build, paladin warlock bg3, warlock multiclass bg3, paladin multiclass bg3, best paladin build, best warlock build, best death knight build, bg3, baldurs gate 3, cleric build guide, war domain cleric bg3, death knight bg3, broken bg3 build, overpowered bg3 build, paladin, warlock, pallock build bg3, pallock build
Id: MjKI4e4-d_0
Channel Id: undefined
Length: 20min 28sec (1228 seconds)
Published: Sun Nov 12 2023
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