Pact of the Paladin is one of the best multi-class builds for melee! | Baldur's Gate 3

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oath of Vengeance Paladin and pact of the blade warlock is an incredibly powerful multi-class stealing large amounts of melee damage when you get to the late or end game of Baldur's Gate 3. so let's go ahead and take a look at the build all right at level one we're gonna select the Paladin this will give us access to lay on hands which is a nice Heel To Have and this scales with level just getting stronger and stronger as the game goes on we also get Divine sense this is a bonus action and although it isn't our strongest bonus action it's a good opportunity to mention that you want to make sure that you're utilizing your bonus actions the gist of this build is to run in and melee things with your regular action and it's easy to forget that you've also got a Bonus action to take advantage of often times you want to use your bonus action to buff yourself before performing the action so make sure that you have that mindset as you're playing this character built Divine sense is going to give us advantage on attack rolls against celestials fiends and Undead and it lasts for two turns in addition to this we'll get the class feature Channel oath charges and this will make more sense with the subclass oath of Vengeance as our first action inquisitors might cost a channel oath charge now this is a bonus action as well and in this case it's a two-turn buff that increases our own or an allies weapon attack to deal an additional three radiant damage and can also Daze them so the idea here would be to actually use your bonus action first to add this buff then go in and perform your melee attacks just allowing you to do additional damage on each of these attacks once you reach level 5 in the Warlock multi-class you'll want to reserve this bonus action for the extra attack that pack to the blade will then Grant here we have the ability scores there's going to be a lot of deviation depending on what level you're doing this build at depending what equipment you have access to this is a general version that I really like and you can certainly change this as I said however let's go through it we're just going to tank strength intellect and wisdom the reason for this is because we're going to be able to use Charisma as our modifier for our attack weapon rules as well as our damage rolls so we don't actually need the strength we won't get the Synergy until we get the Warlock classes going as well so make sure that if you're trying this build from the get-go did you change your abilities course you would definitely want to perhaps take remove your decks and boost your strength so that you can actually hit things until you have The Pact of the blade from the Warlock multi-class you can also choose to do things like increase your in wisdom to 10 so that you don't have negatives on saving throws like I said definitely flexible I'll tell you the reason that I've done this we're planning on taking ability Improvement at level four as a feat which will give us 16 con and 18 Charisma the dexterity we will be wearing heavy armor so this dexterity is basically for initiative there are two big flaws with this build one is initiative and one is mobility so having a higher dexterity score solves the initiative problem that this character build has the Constitution is going to increase saving throws in that regard for that attribute as well as just give us more Health overall and this will add up once we have 12 levels in since we're front line character we want to make sure that we can survive out there the Charisma is as I said going to be used for actually rolling our two hit and our damage modifiers once we get the Warlock multi-classes so that's the reason we're boosting this debt and we'll continue to boost these two with that ability Improvement at level four for the skills here I like to take intimidation and persuasion this character has a high Charisma intimidation and persuasion are incredible for dialogue options which make this a great candidate for your main character that you're playing through the story you can initiate a lot of the dialogue and so forth and also this gets even better if you're running with a Bard in your party who can then add the bardic inspiration on top of these scores as you do the DC checks and so forth and it just makes this incredibly powerful and allows you to really handle pretty much every situation for the most part I would say that Charisma is probably the strongest main stat to have in terms of dialogue options through the playthrough at level two we'll gain a spell slot as well as Divine Smite Divine Smite is basically the bread and butter of this build we're going to be using spell slots for the majority of cases just for getting Divine Smite off and take note here that on a miss it does not spend a spell slot this means we can just Spam this over and over trying to basically expend all of our spell slots and every time we land hits with this it just does additional damage so the fighting style here you could go great weapon fighting when you roll a one or two on a damage die for an attack with a two-handed melee weapon the die is re-rolled in terms of your overall damage the actual role that you do for your melee weapon is not that important because you're adding in all kinds of modifiers with this build and keep in mind that if you roll one or two it's re-rolled once meaning you could still then roll another one or two I would have actually found more beneficial is just to increase my armor class by using the defense passive now like I said you could choose either one and if you want to see more big numbers more often than great weapon fighting is just fine but in my experience from what I've seen I really think that defense just allows you to survive longer and you don't actually get that much of a damage Advantage from having the great weapon fighting style for prepared spells again we're basically trying to expend all of our slots using Divine Smite so we're really trying to conserve these we don't want anything that's really going to use up a spell slot unless we're getting tremendous value in return so what I choose here is actually three smites searing Smite thunderous Smite as well as wrathful Smite and this is just to give us options for the damage type that we do sidekick Thunder as well as fire so now we're no longer limited to just our physical damage or even radiate damage which we have a couple of Buffs for already we can now deal many types of damage and this just increases the versatility of this build if the enemy has resistances and so forth there's nothing worse than having a hard-hitting character that can't do any damage to a Target so in this case it is nice to have the ability to get these off and do some damage the next two spells that I take is divine favor your weapon attacks deal an additional one to four radiant damage now this is a bonus action so again this is something that we can cast lasts for three turns and then deal additional damages is basically just another version of inquisitors Might except for it uses a spell slot or any other spill I like to take here is bless if you can bless up to three creatures gaining a 1d4 bonus to attack rolls and saving throws this is nice to have even if you want to pre-buff yourself rather than using it in combat if you know there's something that looks like a fight coming you can always pre-buff yourself with bless and then have the advantage of this a five to twenty percent increased chance to hit during that encounter very much pays off especially as you get to level eight and we start taking the great weapon fighting feat in level three we'll get several things however not many of them are going to see that much use for this particular build so what I'd rather do is just talk about Hunter's Mark this may get some use here this is a level one spell slot and again we want to be conservative with our spell slots however this has the ability to recast once the target goes down so on big fights this is often worse the spell slot especially if you know you're going to rest after you can use this and not worry so much about that one spell slot and then you know you're going to be recovering it afterwards Divine Health this will prevent disease from affecting you as well as into additional spell slot for that additional spell slot I like to take Shield of Faith at this point protect a creature from attacks increasing your armor class by two again you'll be in the front line but not only that this is an 18 meter range so if you have to protect somebody else in your party this can often do the trick from wherever you are positioned but in general like I said you want to be conservative with the spell slots and typically you'll be better off saving that spell slot for divine Smite than casting this but there aren't a whole bunch of other options that work great with this build level 4 will gain an additional charge for lay on hands which is great just some more utility healing and like I said this starts to really scale up pretty nice for you as the game goes on and you get more levels we'll gain an additional spell slot here at this point I take compel dual essentially this works as a taunt lasts for three turns and it's a bonus action this is really the deciding factor for me is just having access to this as a bonus action allowing me to still go off and use my attacks during that round however I very rarely use this and it just has to do with I'd rather save my spell slots for the Divine smite you may get some use out of it but overall a couple of these spells that you've got prepared just won't see use because you'll be looking to prioritize your own damage output for the feet we'll take a building Improvement as I mentioned and we're going to bump our Constitution and Charisma up to give us even numbers and this will basically be where our stats will stay as we finish the game unless we get any pieces of equipment or make use of the items found throughout the game in order to modify them level five we get some good stuff here we actually gonna get a spell slot for level one as well as level two we'll get a pair of them there in extra attack so this is big we're basically going to have the ability to double our damage output top of this we get access to the level 2 spells as mentioned and for our oath we're actually going to get hold person which is a nice spell to have in general we can hold them and then attacks are always a critical hit if we're within three meters this is often worth the spell slot over Divine Smite depending on the situation if you have a good chance to hit the target which you should with your relatively High Charisma and on top of that we get Misty step this is enormous and this is the reason that I like the oath of Vengeance subclass so much it's because we lack mobility and we lack initiative this dramatically solves the lack of Mobility now you don't want to go Misty stepping every single turn because you'll run out of spell thoughts to do massive damage from your Divine Smite but at least you have this to ensure that you can get on a Target or get out of danger whenever it's needed further spell slots I like to pick up The Branding Smite again this is just going to give us access to additional radiant damage if the situation is favorable for that and I take aid this is going to heal all of our allies and increase their maximum hit points by five and this is a nine meter range it's not as good as say healing word that has an 18 meter range but this is the best we're going to get is the Paladin Klaus this just works nicely to be able to pick up a party member and reposition yourself if you have to do that so be careful about using it and make sure that you are able to do enough damage to kill the targets as well but you will make use of this at some point to pick a party member up or just protect your party overall since it affects everybody the actual total hit points that it provides is actually fairly nice character level six we're going to put our first level into Warlock and we're going to do this up until Level 10 so we're gonna gain some cantrips spells as well as a subclass here for canned trips I would select Eldritch blast as well as bladeward Eldritch blast is an excellent ranged option and again this will deal a different type of damage than we have access to at this point we can now do Force damage as well as have a pretty reliable range attack given our Charisma it's incredibly nice to have blade Ward take half the damage from bludgeoning piercing and slashing attacks I actually think there are some good options for utility here whether it be magehand minor illusion and so forth I had these options covered by my party personally but you can certainly select any of them here I would say those are good candidates if you don't have them covered yourself for subclass we're going to select the fiend this will give us access to dark one's blessing when you reduce a hostile creature to zero hit points the gift from your Patron grants you five temporary hit points this is just nice to increase our survivability we'll often be getting killing blows with the massive amounts of damage that this character does in melee range so it's a nice way to kind of consistently have five temporary hit points for spells we're going to take armor of agathas now this does not stack with the subclass the fiend in terms of temporary hit points however what we really want from this is the five coal damage that deals to any creature with a melee attack there will often be enemies in melee range of us as we're kind of pushing the front lines and so forth so this amount of damage that it does rhetorically actually really adds up throughout the course of the game on top of that we'll take a hellish rebuke you can react to your next attacker with flames that deal 2 to 20 fire damage what I like to do with this personally is just save the reaction until it can basically kill something off you do a lot of damage with your melee attack much more than this spell will do so I kind of reserved this for picking off a Target that's low saving me an additional action on the next turn or round so to speak you have an option with expedia's Retreat as well however having Misty step at this point through the oath of Vengeance on the Paladin side should prevent you from needing this but if for some reason you built your Paladin with a different oath then this might be an option that you want to take and typically I would recommend taking this over the house rebuke if that were your situation at character level 7 we're gonna get access to a spell as well as two Eldritch invocations for the spell I like to select burning hands here we have very limited AOE spells and since we're always in melee if we're holding a choke point there are some situations where we get several or more enemies lined up in a manner in which you can actually cast burning hands and hit them all so this has some situational use and I find it more beneficial to have this than the other remaining options algebra certifications take agonizing blast this is going to add your charisma modifier to the damage that Eldritch blast does again just making this the best range option we have if we're unable to get into melee range top of that I like to take repelling blast when you hit a creature with Eldritch blast you can push the creature up to four and a half meters away from you this is nice just because it allows you to shove enemies off at range making them take fall damage killing them depending on how far they fall and so forth it really just synergizes well with what we're doing here character level 8 will gain another spell a level 2 spell as well as packed Boon for the spell slot I like to take clouded daggers same reason as I took burning hands it just gives us an AOE option and clouder daggers is an incredibly strong AOE spell this is often worth using over a Divine Smite in terms of the spell slot packed spoon we're going to take back to the blade essentially what this will do is allow us to activate this at the beginning of a day and use our Charisma modifier instead of our strength modifier and that's the reason why we stacked our Charisma as opposed to our strength a character level nine we're going to gain a can trip as well as a spell for the cantrip I like to select minor illusion now I have this covered by somebody else as I mentioned however sometimes you can actually take advantage of having more than one character with this you can put Illusions in multiple spots at the same time and basically it just adds to your ability to thieve or sneak and so forth so that's what I ended up doing here and it worked pretty well for me for spells gonna select Mirror Image this is gonna essentially increase your armor class by nine and every time you lose one of your duplicates it'll be reduced by three but overall this is just an enormous survivability increase and since we're on the front lines this just makes a tremendous boost to our character and again this is a spell that I think is worth using depending on the situation over Divine Smite for that spell slot level nine we're also going to get another feed here since we're now four levels into Warlock and I would recommend great weapon Master nice thing about this is when you land a critical hit or kill a target with a melee weapon attack you can make another melee weapon attack as a bonus action that turn like I said we're gonna have access to bonus actions it took us nine levels to get here to have something that does massive damage have we've been utilizing things that boost our damage by one to three or one to four up until this point so at this point we can kind of replace our thought process in terms of that but this is only if we get a critical hit or kill the target so we may want to think about what the situation is and you may still want to buff your damage otherwise in case you don't think you can get a killing blow on top of that we're gonna have minus five to hit at this point we should have a pretty consistent chance of hitting as well as access to things like bless before we get into combat and so forth it'll add to our chances of hitting to kind of negate or counteract this and we get a massive damage bonus of 10 damage every time we land a hit and since we're going to be getting three attacks per round as we get to the level five warlock at the very next level this starts to add up quickly character level 10 we'll put our fifth level into warlock we'll gain a spell as well as another Elder chain vacation for the spell I would say you could pick between counter spell or Fireball or certainly anything else that you think is beneficial to you at this point but I would say that these are probably the Front Runners Fireball if you want to have another source of massive AOE damage and counter swell just adds a ton of utility one thing that I like about the counter spell is just if whether it's being cast on you or party member you still have the ability to react to this so you can definitely make some huge saves with this spell and it's nice to have as many characters with this as possible in my opinion so personally I actually go with counter spell Eldritch invocations I take Devil's sight you can see normally in darkness both magical and non-magical to a distance of 24 meters just allows us to really do more damage consistently like I said Mobility is one of the big issues with this build so if we can't reach a Target and they're in the shadows well we're just gonna have a really low chance of hitting with our Eldritch blast and this really kind of counters that a character level 11 we're going to go back into Paladin to get to level six this is going to give us access to orb protection which is going to increase the saving throws of ourselves and nearby allies this is very strong and this is an incorrect tool tip where it's his plus zero you will get benefit from this so this is very strong overall and which is part of the reason why we choose to go back into Paladin and we'll also put that final level on Paladin as well as mentioned for prepared Spells at this point I'd like to take heroism again there's really just nothing else to take at this point this will make you immune to frightened and gain five temporary hit points each turned this can also be cast on another Target so we have multiple sources of temporary hit points so the reality is if you were going to use this you would most likely cast it on a different party member but in general I pretty much never use this but there's kind of slim pickings at this point you could also choose to take something like lesser restoration where you can now recover from disease poison paralysis blindness Etc so you could go for more of a utility route as opposed to survivability root at this point as well I'll leave that choice up to you character level 12 we'll put another level into Paladin this basically just to get an additional spell slot which is an additional Divine Smite as well as having Relentless anger if you hit an enemy with an opportunity attack your movement speed increases by four and a half meters on your next turn just kind of counteracting the lack of Mobility that we have in general and just adds and rounds out the build to its final iteration for prepared Spells at this point I pick up command to tell you the truth this is really just to have an extra spell slot to use Divine spite I think at this point you pretty much exhausted everything that you're going to get benefit out of for this particular character not to say that these spells remaining don't have use on other characters but since the spell slots are so important to this character specifically for divine Spike for an equipment setup I'm using helldesk helmet now we have better than infernal sight through our warlock class so what I'm actually getting from this is the magical durability plus two bonus to saving throws against spells as well as making it so we can't be critically hit very important especially if we're taking a large number of attacks cloak of protection this is for plus one to Armor class as well as plus one to saving throws black guard's plate so has a very high Armor class in General on top of that we reduce damage that comes our way by one advantage on wisdom saving throws on top of that black cards gauntlets plus one to strength saving throws as well as plus one to attack black cards Greaves Strider movement you gain long Strider this is just going to give us three meters additional movement as well as Athletics plus one this just helps counteract some of that mobility issue that we have using bull Durham's Giant Slayer this is going to give us a plus three weapon Enchanted also giant form which is incredibly powerful just to have at your disposal and the Giant Slayer on a hit double the damage from your strength modifier and it's important to note that this actually works with Pac to the blade what will actually happen if you have packed the blade is you'll get your charisma modifier and then one strength modifier if you don't have packed at the blade active because perhaps you're using the gauntlets to give 23 strength you'll just get two strength modifiers but this will in fact work with pack to the blade now I have surgeon subjugation amulet once prolonged rest when scoring a critical hit on a humanoid you can cause paralyzed for two turns incredibly strong especially if you synergize this with Killer's sweetheart after you kill a creature your next attack roll will be a critical hit so you can finish off a Target or just straight kill a Target use the bonus actions that you're getting from like the great weapon proficiency and then cause it to paralyze another Target that you want to lock down finally I have spurred band during combat when the wearer starts to turn with 50 hit points or less they gain momentum again just another way to add some movement speed if I need it or need to escape the ranged weapon here doesn't matter at all I happen to have just a plus two bow with a dark Veil Precision but you're going to be using ultrage blasts in place of this pretty much in every occasion as always thanks for taking the time to watch and have a great day
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Channel: MinMaxRPG
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Length: 20min 10sec (1210 seconds)
Published: Mon Aug 21 2023
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