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    Best Paladin build in Baldur's Gate 3: races, leveling, multiclasses and equipment

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    In Baldur's Gate 3 "Paladin" is gaming class powerful and noble warriors, capable of using both physical strength and light magic in battle. Their survivability, impressive damage and multi-class variability are attracting the attention of more and more players with each patch.

    Role-play for a paladin has many nuances: from the competent choice of race, to the need to follow a special set of laws, for violation of which your knight of light will inevitably follow the path of an oathbreaker. In this guide, we will touch on all the main features of the class, and also look at a detailed build for the best combat subclass for a paladin - Oath of Vengeance.

    The best build for the Oath of Vengeance Paladin in Baldur's Gate 3

    Class Introduction

    " Paladin " V BG3 - This is, at its core, a class of warrior-spellcasters. An excellent option for those who cannot choose between rough hand-to-hand combat and spectacular, but often long-range, magic. Paladins make classic damage dealers with support skills, and with their ability to wear armor of any weight, they also make powerful tanks. But to maximize the strengths of this class, you will have to sacrifice speed - paladins are slow, as they sag in agility (as well as intelligence and wisdom).

    Main features of the Paladin class:

    • High HP, increasing with each level;
    • Ability to wear all types of armor and weapons + shields;
    • Increased effectiveness of attacks against the forces of darkness (undead, devils, etc.);
    • Crowd control (intimidate enemies + resistance to high damage);
    • Increased damage to one target.

    Disadvantages of the class:

    • High requirement for spell slots;
    • “Oaths” is a set of laws that obliges you to limit yourself in certain plot choices;
    • Slowness;
    • Limited selection of spells.

    Priority characteristics

    Leveling up a paladin is very tightly tied to promotion three main stats : strength, charisma and endurance (the first two have the main priority).

    Due to the fact that the importance of all three stats for paladins is approximately equal, you will have to find a good balance through the choice of equipment, auxiliary artifacts and potions, as well as when selecting partners. If you choose the most insignificant indicator, then it will be intelligence (the stat does not bring any significant benefit to the knights of light).

    Important stats and their impact on the paladin's gameplay:

    • Force — the main damage modifier for melee characters + it determines how much luggage the character can carry (paladins generally wear the heaviest uniforms);
    • Charisma is important not only for plot choices (as it affects the main “communication skill” of paladins - Intimidation), but also gives a bonus to the damage of the most important class spell - Divine Punishment;
    • Endurance mainly affects the health indicator, which makes paladins excellent tanks with high resistance to incoming damage.
    Два примера распределения очков характеристики у паладинов
    Two examples of the distribution of stat points for paladins

    It may not have the most obvious benefit in leveling up knights of light. dexterity , which affects the hero’s initiative, the bonus of which determines how the character will act in the duel. It makes sense to upgrade it if you actively use strength potions and play with one-handed weapons.

    But if your paladin is a confident tank with high health, agility will be many times less useful than the three main stats.

    Subclasses

    When selecting the “Paladin” class, you can define for him one of three subclasses :

    • " Oath of the Ancients "—priority to healing skills\ the best choice for a paladin in a support position;
    • " Pledge of Allegiance "—priority to defensive skills\ universal Oath for assembling a standard paladin with a balance between combat and support skills;
    • " Oath of Vengeance “—priority to dealing damage\ makes the paladin a full-fledged damage dealer with various abilities to weaken enemies.

    Depending on the chosen subclass, a set of rules unique to each oath will appear in your paladin's inventory. And after they are violated, you will have access to hidden subclass - “Oathbreaker.” In this case, the knight of light refuses the favor of divine forces and takes the path of darkness (the hero is deprived of all the skills of light and gains access to necromancy).

    Multiclass

    Beginning from level 2 Paladin elevation, you can choose the path of multi-class leveling up your hero. This way, the knight of light will gain the skills of several classes at once, while sacrificing the high-level features of the starting class.

    The ability to add classes is available in all difficulty modes, except History .

    A new class is added by the icon in the upper right corner of the tile in the “New Level” tab; this can be done at any level (except for the starting one), up to the 12th.

    The main benefit of multiclassing for a paladin is gaining additional spell slots , of which the knights of light have quite a few by default (they will not increase beyond the third circle). By correcting this problem, the combined paladin gains an advantage over its “Pure” version - the one that does not require additional classes when leveling up.

    Here examples of additional classes and their advantages:

    • Warrior opens access to the important skill “Rush to Action”, which allows you to perform an additional action in the current turn + when choosing the “Champion” subclass at level 3, receives the “Improved Critical Strike” effect, which increases the chance of a critical hit;
    • Bard grants additional spell slots, increases attack efficiency when choosing the College of Swords subclass, and adds fighting styles;
    • Sorcerer fills spell slots and makes the paladin more mobile in battle due to the “Spell of the Storm” subclass feature + increases the damage from Divine Punishment when choosing the “Metamagic: Dual Spell” passive;
    • Priest more suitable for support paladins\also adds magic attack slots and unlocks “Blessing of the God of War” - a passive from level 6 in the “Domain of War” subclass, which gives 10 attack buff points to the nearest ally;
    • Witch does not add as many spell slots as we would like, but makes it possible to restore them after a short rest.

    Key Ability: Divine Smite

    God's punishment is a unique attack of the Paladin class, which most stages of leveling are aimed at strengthening. The hero spends a spell slot and can attack the enemy in melee with weapon damage + radiant energy[2d8 (+1d8 по нежити и дьяволам) +характеристики оружия] .

    This powerful attack is a full action and, as mentioned above, spends spell slots. And since paladins have few of them, this is where it makes sense to multiclass with those whose spell slots are added as their levels increase.

    Class skills that affect crit are no less beneficial for paladins. damage (for example, the “Improved Critical Strike” passive of warriors), because Divine Punishment activated when applying a crit. blow.

    In addition to direct attack, Kara can counterattack . But you will still waste spell slots. If you don’t want to do this beyond measure, we recommend adjusting the “ Response actions "(shown in the 1st screenshot above): here you can choose which punishments will be triggered in response to enemy hits, and also whether this will require your confirmation during the battle.

    Here are some tips for using Divine Punishment:

    • Watch out for your spell slots and don’t waste high-level spell slots on weak opponents;
    • Disable the automatic use of counterattacks by Kara during the battle - this way you will avoid unplanned losses of cells to half-dead third-rate mobs;
    • Monitor enemy vulnerabilities and use the attack on those who are especially susceptible to radiant damage;

    Best races

    If we talk about the paladin through the “Oath of Vengeance”, then the best owners of the class will be those whose racial characteristics include useful combat passives. Among them two can be distinguished:

    • Half-orcs they win due to two features at once: after the finishing blow they do not die, but return to duty with a unit of health + performing a crit. hit in close combat, receive a damage bonus;
    • Tieflings of Zariel are physically strong, immune to fire and have an advantage in Intimidation challenges + with a level increase they gain access to two powerful Punishment spells (Searing and Branding);

    We especially note subclass of Gold dwarves : these masters of their craft are very tenacious, therefore they have an increased supply of basic health (+1) and increase this parameter with increasing levels (also +1 for each).

    All of the races listed above play very well with the Paladin class, but in general they are not required to be chosen. Do not forget that some of them may make it difficult to play as a principled and valiant paladin.

    Origin

    The most optimal choice of origin for paladins would be " Soldier ", since the skills available when selected are Athletics (+5 to checks) and Intimidation (+4 to checks) are derived from the Strength and Charisma parameters, respectively - and these are the highest priority skills of the valiant warriors of light. However, the origin itself is more of a story choice, so there are a few other options you might want to consider:

    • Aristocrat : Gives History (+1) and Persuasion (+4) skills, useful in story dialogues. Persuasion also receives a bonus from your Charisma score;
    • Craftsman : Persuasion (+4) and Insight (Wisdom/+2) skills. Quite useful in communicating with characters and increases the chance of successful transactions;
    • Wanderer : Athletics (Strength/+5) and Survival (Wisdom/+2) skills. The second skill will help you be more likely not to miss valuable finds when exploring the world.

    Unless you plan to turn your paladin into an Oathbreaker, choose an origin that does not go against the unbreakable tenets of these warriors of light.

    Choosing an origin adds points to the skills gained (up to +5), and also opens the corresponding checks in dialogues.

    Skills

    And before moving on to the main build, let's briefly discuss the most useful skills for paladins:

    • Athletics – from the Strength modifier/ Increases the chance of success from pushing an enemy + reduces the chance of being pushed away. Increases the jump range by a meter for each unit of parameter;
    • Intimidation – from the Charisma modifier/ Increases the likelihood of intimidating the interlocutor and persuading him to a favorable outcome of the conversation;
    • Belief – from the Charisma modifier/ Increases the likelihood of inducing the interlocutor to a favorable outcome of the conversation;
    • Medicine – from the Wisdom modifier/ Increases the likelihood of recognizing a disease, poison or medicine, effective for healing skills and stabilizing partners on the verge of death;
    • Insight – from the Wisdom modifier/ Increases the likelihood of recognizing opponents’ real motives, lies, or their actions in advance.

    Playing for multiclass hero , you will naturally gain more skills specific to each class, and as a result, you will level out those that go into the minus. You can take this into account when leveling up your hero and change bonus points at your discretion (their numerical value also increases as the level increases).

    Step-by-step upgrade of the Oath of Vengeance Paladin

    This build involves a combination of two classes, Oath of Vengeance Paladin and Warrior (which we will add at levels 11 and 12). However, for the last two levels of pumping we will show an option for a Pure Paladin without a multiclass, and after assembly: another build for levels 3-10 with the addition of the Bard class.

    Level 1

    You will receive the first level at the start of the game, in parallel with character creation. You need to decide on your race, be sure to select the “Oath of Vengeance” subclass, take the Soldier as your origin and distribute the stat points between two main stats: strength and charisma.

    For greater clarity, pay attention to the pumping in the table below:

    Class Subclass Peculiarity Actions

    Paladin[1 уровень][2 уровень]

    Oath of Vengeance

    Oath Power Charge

    Divine sense
    Inquisitorial might
    Laying on of hands

    At level 1, paladins have no spell slots, but three actions appear at once:

    • Divine sense . An ability effective against aasimar, devils and undead: your hero as an additional. actions will gain advantage in attacks against these creatures;
    • Inquisitorial might . One more extra. an action within the radius of which you or your teammates receive +3 units. radiant damage to their attacks and can confuse opponents;
    • Laying on of hands . A healing skill that consumes oath charges and offers three actions to choose from: restoring 2 or 4 units of health, or ridding the target of disease or poison (it requires special Charges).

    Oath Power Charge – a resource unique to the Paladin class, which is consumed when performing certain actions and is replenished on a short rest.

    Gameplay Tip[3 уровень] : Until your paladin has Divine Punishment, focus on the story, finding companions (Shadowheart, Gale and Astarion), weapons and equipment. Elixir of Hill Giant's Strength and Oil of Precision will also help increase the effectiveness of your hero's attacks.

    Level 2

    From the second level, options for choosing spells and fighting style open. But the main thing is the attack " God's punishment "(including one main and two response actions), making the knight many times stronger. When receiving Punishment, immediately set up counterattack options (Inventory → Spells → Retaliatory action).

    Fighting style Actions Spell Assembly
    Two-handed weapon God's punishment

    Searing punishment

    Thunder Punishment

    Shield of Faith

    Healing Wounds

    Divine Grace

    By selecting " Two-handed weapon "with your fighting style, you can minimize low-damage attacks, since the passive allows you to re-roll the die if you roll a 1 or 2 on the in-game damage calculation (assuming you are attacking with a two-handed weapon).

    The best spells to choose from are:

    • Searing punishment . Attacks for an additional 1d6 fire damage (1~6 units) + similar dot damage to the target for the next 10 turns (or until the enemy passes a Constitution saving throw). Be careful, as the ability also consumes an additional cell. actions;
    • Thunder Punishment . Allows you to push the enemy 3 meters and possibly knock him down. This stun ability can be used for crowd control or at the beginning of a fight to debuff a strong opponent;
    • Shield of Faith . Casts magic flicker and increases armor class by 2: best used before a fight in which there is a high probability of receiving a lot of incoming damage;
    • Divine Grace . Adds 1d4 (1~4) radiant damage to a weapon attack.
    • Healing Wounds . Situational healing skill that restores 1d8+3 (4~11 units) of health: it spends spell slots, so it is better to use it in a critical situation when there are no other ways to heal

    Gameplay Tip[5 уровень] : Having received magical abilities to choose from, try not to waste spell slots on them, making do only with Karami (all other support skills can be used from the same Shadowheart). During combat, focus on dealing increased damage with Divine Smite.

    Level 3

    At 3rd level, you'll have subclass actions and an extra spell slot, as well as passive disease resistance and a couple of Oath Spells.

    Peculiarity Subclass skills Add. spell
    Divine Health

    Vow of Enmity

    Damage

    Barrier for the enemy

    Hunter's Mark
    Order

    Passive feature " Divine Health » Frees your paladin from the negative effects of diseases. In addition, the hero unlocks the actions of the Oath of Vengeance subclass:

    • Feud Lunch . A niche skill that allows you to gain advantage on damage rolls against a target within a radius of 3 meters;
    • Damage . Not the most useful action in the build, which also wastes a spell slot: it imposes disadvantage on attack rolls and saving throws (-1d4) on three targets.
    • Barrier for the enemy . A slowing ability that interferes with the selected target during stat checks and attacks: it frightens the enemy, after which it will be easier for you to hit him (especially effective on the undead and beasts);
    • Hunter's Mark . Key skill of the 3rd level of pumping: you can mark your target, after which all attacks on it will inflict additional damage. piercing damage 1d6 (1~6 units), and if the target dies, the mark can be transferred to another enemy without wasting a spell cell.

    In addition to the spell set, you can take " Order “- acts at a distance of 18 meters and has excellent crowd control, as it forces the target to perform one of 5 actions to choose from: approach, run, throw, fall flat or stop (during the battle, the creature will spend its entire turn on the order).

    Gameplay Tip[6 уровень] : You now have more options for how your combat situation will unfold, and you can more confidently choose whether you need crowd control, a crit attack, or a buff. Actions of the subclass open up new advantages for you over enemies, for which you do not also need to spend bonus actions (unlike most spells from level 2).

    Level 4

    Next you need to choose a trait, and the simplest option at this level is performance improvement ( +2 to Strength ). The table below shows a couple more useful features, as well as options for selecting additional ones. spells:

    Add. spell Trait of your choice

    Protection from evil and good

    or

    Furious Punishment

    Performance improvement

    Furious attacker

    Vigilant

    Although an increase in Strength will be the simplest and most effective solution, you can take a closer look at two more features:

    • Furious attacker . When striking with a melee weapon, the game will roll two dice at once and use the highest of the rolls - this will further reduce the likelihood of attacks with reduced damage (but a similar mechanic is provided by the Two-Handed combat style, which we choose at Paladin level 2) ;
    • Vigilant . +5 bonus to initiative and full immunity from being taken by surprise: with this skill, your paladin will no longer be among the last to act.

    In the first screenshot at the beginning of the paragraph, we indicated all the useful magical talents, but the best choice would be Protection from evil and good or Furious Punishment : The first is especially useful if you or your companion is affected from the start of the fight, and the second is an attack ability that, in addition to damaging, can frighten and prevent the target from acting.

    Level 5

    At level 5, the paladin replenishes the number of spell slots by 2, receives a valuable feature and an important skill for increasing the character’s mobility - “Misty Step”.

    Peculiarity Subclass Key Skill Add. spell
    Extra Attack Misty Step Branding punishment

    Thanks to " Additional attack ", we get the opportunity to perform two actions in one turn - this is one of the key skills in the paladin build, which in fact doubles the damage of Divine Punishment.

    We will also consider the active actions of this level:

    • Misty Step . The most useful of the two class skills that appear: now your paladin can, as an additional. actions to teleport to an unoccupied area in the visibility zone, thereby reducing the distance with a priority, but far away target.
    • Branding punishment . The best option for building prepared spells: adds 2d6 radiant damage to the attack and marks the target with light, making it impossible for the enemy to hide in invisibility. Situational and wastes cells, but can be useful against creatures that like to hide in the darkness at the most inopportune moment.

    Gameplay Tip[9 уровень] : The paladin can now turn into a furious executioner who jumps on targets and deals double damage to opponents - all thanks to Misty Step and an additional passive. attack. The bonus action can also be spent on non-attack skills that will debuff the enemy. The main thing is to try not to waste too much spell slots, the lack of which, with the expansion of capabilities, is felt more than ever.

    Level 6

    At level 6 we are only given a new action and the choice of one more spell:

    Action Add. spell
    Aura of protection Magic weapon

    " Aura of protection " is a support skill that gives a bonus (from Charisma) to test checks for all allies within a radius of 3 meters. This is a good skill that is essentially a manually activated passive with no conditions for use.

    And the one chosen among the spells “ Magic weapon “Adds a +1 bonus to attack and damage rolls - this is a decent boost, but for it you will have to give up a 2nd circle spell slot (and there are only 2 of them at the stage with this build).

    Gameplay Tip : At this level, most players are nearing the end of Act I, so it's worth making sure you've received all the upgrades (for example: from Aunt Ethel, With Defender of the Forge Grim or when forging in Adamantine Forge ).

    Level 7

    With the next level, the paladin is given 1 more spell slot and a notable feature of the subclass we have chosen, “ Unbreakable Avenger "is an increase in speed by 4.5 m for the next turn, which is given after an extraordinary attack on the target (i.e. when the enemy leaves your range).

    There are no notable spells at this stage, so you can take any of the proposed ones, for example, those that remove some negative effects “ Low recovery » for critical situations in the absence of Lay on Hands Charges or in a solo game.

    Level 8

    Now we can choose another trait and spell. The main choice of this level is the trait " Master of two-handed weapons ", which gives the paladin even more chances to score a kill or attack with increased damage. At critical Hitting or killing a target gives you an extra melee attack and a +10 bonus to damage with two-handed weapons (but also a -5 penalty to attack rolls). This ability can be deactivated on the toolbar under the “Liabilities” tab.

    Add. spell Trait
    Challenge to a duel Master of two-handed weapons

    With this trait you get not just one, but whole two bonus actions per turn, which can be disposed of as follows:

    • Cast Divine Punishment, from which the target will either die or receive a critical hit. damage;
    • You receive the first bonus action from “Additional Attack” (from level 5) and attack again with Smite - another chance for a kill or crit appears. a hit that triggers a new Trait;
    • The third move can be used at your discretion, for example also to deal damage.

    And the most interesting thing is that this can be stacked with the effects of the Haste spell or Speed ​​Potion (which also give an extra move).

    From the spells you can take " Challenge to a duel ", which will improve the paladin in the tank position: the enemy will be forced to focus on attacks on you, and will act with hindrance on other targets.

    Level 9

    With this level we get the last 2 third circle cells (9 in total) and two subclass spells, bringing us closer to completing the paladin build.

    Oath skills Add. spells

    Energy protection

    Acceleration

    Blinding punishment

    Elemental weapons

    Let's take a closer look at the benefits of subclass skills and prepared spells:

    • Energy protection . Grants resistance to elemental damage (thunder, acid, cold, lightning and fire) - a niche skill that can greatly help you in dangerous battles against problematic elementals or enemies with identical base damage.
    • Acceleration . Increases the target's speed and increases the armor class by +2, making it possible to perform an additional attack. move and survive agility checks with great success is another one of the most useful skills in the build, increasing the number of attacks at a time. On the downside, after the effect ends, the hero becomes lethargic (essentially paralyzed).
    • Blinding punishment . Damage +3d8 (3~24 units), the probability of blinding the target, from which it will receive interference in attacks and will not be able to act further than 3 meters + it is easier to inflict increased damage on it - all this makes Blinding Punishment one of the best skills of the III circle, at which you shouldn't spare a spell slot.
    • Elemental weapons . When you enchant a weapon with your choice of 5 elements, you gain +1 to attack rolls and +1d4 to damage. It can be called an improved version of the Divine Grace spell from level 2, which is best used before a fight.

    Gameplay Tip : Once you have enough power, you can make your paladin's play as simple as possible, reducing it to just dealing a lot of damage from Blinding and Divine Smite. It is best to assign support actions to other squad members so as not to waste spell slots.

    Level 10

    We don't get much here, so briefly:

    • Add. charge of Laying on of Hands (now there are 5 of them);
    • " Aura of courage "- an activated passive for immunity to fright for creatures within a radius of 3 meters, which disappears only when they lose consciousness. A good ability that has no activation conditions.
    • Add. spell " Renaissance » – returns the target to life with 1 unit. health. Useful in a critical situation, especially when the target of resurrection is quite far away (the skill is effective at a distance of 9 meters).

    Level 11

    So at level 11 we will add Warrior class : The last two levels of Paladin do not provide any incredible advantages, but the Warrior’s abilities will expand the ability to perform more actions, and therefore deal even more damage.

    Multiclass Fighting style New skills

    Warrior

    Protection Second wind
    • Fighting style " Protection "increases your survivability, as it adds +1 class to the armor worn by the hero. But if for some reason you didn’t take “Two-Handed Weapons” at paladin level 2, then it’s better to take it.
    • " Second wind "- an average heal with a bonus action, healing you from 2 to 11 units. health.

    If you want to continue leveling up only as a Paladin (or play on History), then at level 11 you will receive exactly the last, 10th spell slot, a magic skill of your choice, and “ Improved Divine Punishment » – permanent buff to radiant damage on attacks with melee weapons (+1d8).

    Level 12

    We also give the final level to the “Warrior” class, and in return we get a very important skill “ Impulse to action “- the last nail in increasing the number of actions in 1 turn for our knight. This is an unconditional bonus action during combat that gives you a free turn. Thus, along with all other improvements, your Paladin will be able to perform at once up to 7 actions (including “Acceleration” or Speed ​​Potion).

    And for the last level on Pure Paladin you should choose Improved performance , or the line Vigilant (if you didn’t take it at levels 4/8). The best thing add +2 to Strength, however, we can offer another option: a point each in Dexterity and Charisma - these investments will raise the stats to the level with an updated bonus to checks.

    Levels 3-10 via Bard class

    So, the Paladin + Warrior build is a classic that works well. But the critical lack of spell slots, of which we have only 9 in total, forces a high-level knight of light to greatly save on many tasty skills, giving priority to Karas. Adding to this build Barda increases spell slots from 9 to 14 and gives several new skills, bringing variety to the gameplay of the heavy paladin.

    This upgrade will not be detailed, but will only touch on the most basic aspects of the assembly:

    lvl Class Subclass Fighting style Spells to choose from Trait of your choice
    Character Creation

    Paladin

    Oath of Vengeance - - -
    2 - Protection -
    3

    Bard

    - - -
    4 - - -
    5 College of Swords

    Dual weapon combat

    -
    6 - - Furious attacker
    7 - - -
    8 - - -
    9 - - -
    10 - - Master of two-handed weapons
    eleven

    Warrior

    - Two-handed weapon - -
    12 - - - -

    We did not give all the possible options for choosing spells at levels, nor list the focuses (they are not so important in the assembly, because our base is the paladin). But we can give advice: take those that increase mobility (Misty Step/Acceleration/Fast Walker) or give an advantage in battle (Sacred Flame).

    Basic tips for the game

    When creating a close-range fighter from a paladin with powerful targeted damage and useful support skills, you can take into account the following game features:

    • Control the consumption of spell slots, because they are restored only after a long rest - and this can affect the plot (especially in urgent quests, such as a branch with Halsin and Groves of Druids);
    • Your main weapon is Divine Punishment. Be sure to set up retaliatory actions for her, and also use other Punishments (for example, Thunder or Blinding), starting from the vulnerabilities of enemies;
    • For healing, it is better to use potions or the skills of other party members, without abusing the paladin’s own healing abilities/long rests;
    • Give your knight the heaviest armor, and you can start with Laesel's Githyanki Plate (if you don't plan on taking her into your party);
    • Don't forget about various boosts before the start of the battle: blessings from squad members and potions;
    • Even though the paladin is a confident tank, do not forget about crowd control (the same as Thunder Punishment) so as not to make him a punching bag;
    • Don’t forget about ranged weapons, which, although not the main one, will help you attack in special situations even from afar;
    • To activate the passive from the “Master of Two-Handed Weapons” trait to receive an additional move, first focus your damage on enemies with low health - this will increase your chance of killing them and getting a bonus action.

    Best Illithid Abilities

    For those wishing to follow the path of gaining the powers of the Illithids, we can suggest taking a closer look at the following abilities:

    • Luck of the Far Reach . A counterattack that turns a successful hit into a critical hit. damage to target;
    • Rejection of the weak . A useful ability if you already have quite a few Illithid skills: after an attack, if the target's health is less than the number of your parasite skills, the target immediately dies and hits creatures within 3 meters for 1d3 (1~3 units) Psychic damage (will not work , if you immediately finished off the enemy);
    • Psionic Recoil . A good counterattack against spells flying at you, dealing about 8-12 psychic damage to an attacker within a radius of 9 meters;
    • Black hole . A slowing effect with a huge damage radius, which is best cast away from your squad (otherwise they will also receive a very nasty debuff).
    • Free spell . Once before a long rest, it will cancel the expenditure of a spell cell (you need to press it manually);
    • Repulsion . It will be very helpful if you are encircled (or spells like Cloud of Darkness are cast on your squad): the ability pushes everyone within a 6m radius away from you and deals 2d6 Strength damage (if the target passes the check, the ability will not work, but will still deal some damage);
    • Characteristic pulling . Passive to reduce characteristics depending on the skill used on the target (note: throwing a bottle of healing at an ally also provokes activation of the effect). It’s good if all allies have it and they also attack the target you choose;
    • Auspicious start . A passive that adds your skill bonus to the first strike or stat check against the target (the first attack will almost completely ignore the target’s armor class once a day and will allow you to deal increased damage).

    You can download mod to reset illithid abilities, in order to smoothly approach this stage of leveling up your paladin - we have provided a link to download it in separate guide (paragraph " The best gameplay mods for BG3 ").

    The best partners

    If we consider the most balanced squad assembly under Paladin, then it will be a healer/support + two melee and ranged heroes. It’s worth limiting yourself to adding additional melee classes to your squad, and it’s better to take armor from the same Laezel (if you don’t plan to play with her, this will be a good bonus at the initial stage of the game).

    As you know, in Baldur's Gate 3 you can change the class of any companion, thanks to which your team can consist only of those who are pleasant to you as a person. But we will consider the composition with which you can easily complete the entire game, without taking into account this function:

    Hero Class Advantages
    Shadowheart
    Priest Buffs, enhancements, effective healing, crowd control.
    Wizard Ranged magic damage, group attacks, and crowd control.
    Astarion
    Dodger Picking locks, advantage in sneak attacks and ranged combat skills.

    This is just an example of a squad, the main thing to remember is: your partners can be useful not only because of their class, but also their race, influence on the narrative, in dialogue and open world exploration – select them to suit the needs of the build or your individual roleplaying.

    Best weapons and equipment

    Baldur's Gate 3 has a huge amount of combat equipment, and with it, a sea of ​​​​choices for paladin equipment (searching will make it much easier to use interactive map BG3 ). Let's divide the list of the best options into two lists: early and late acts.

    Early game

    Head :

    • Circlet of Mystical Fusion. Y'llek Manger: loot from Ardent Jerezath in the Inquisitor's Chamber;
    • Helmet of beating. Act 1, Selunite outpost in the Underdark: opening the gilded casket above the room (X: 163 Y: -248).

    Shoulders :

    • Protective cape. Act 2, Last Light Tavern: bargaining with Quartermaster Tully;

    Armor :

    • Mail armor +1. Act 1, level 5-6 merchants: Dammon in the Druid Grove, Roa in the goblin camp, or Darrit in the myconid colony;
    • Ringmail +1 to check tests. Act 1: merchants have levels 2-4;
    • Glowing Armor. Act 1, Selunite Outpost in the Underdark: chest in hidden room with Perception check (X: 176 Y: -247);
    • Adamantine scale armor. Act 1, Grimforge: The Making of Adamantine Forge.

    Hands :

    • Growling Dog Gloves. Act 1, goblin camp: in the treasury of Dror Razglin.

    Legs :

    • Shoes of Speed. Act 1, Deepholm: Reward from gnome Tulla for healing from Dvergar poison (or from her corpse);
    • Evasion Shoes. Act 2, Last Light tavern: bargaining with little Mattis.

    Weapon :

    • Blade of Justice. Act 1, house on the Vskhozhaya Road: from the paladin Tyr Anders, for his murder or assistance in dealing with Karlach;
    • Falar Aluwe. Act 1, Deepholm: Retrieve from stone via Religion or Strength check (X: 116 Y: -192);
    • Titanium string bow. Act 1, Zhentarim Hideout: After the quest "Find the missing cargo" can be purchased from Brem./Act 2, Lunar Towers: bargain with Lann Tarv after checking in the dialogue.

    Shields :

    • Shining shield. Act 1, ridge behind the goblin camp: locked chest (X:-53 Y:461).

    Decorations :

    • Caustic ring. Act 1, Underdark: bargaining with Darrit in the myconid colony;
    • Ring of Hrup. Act 1, Goblin Camp: from Khrup (kill or remove during dialogue with heel kiss);
    • Moon pendant. Act 1, Selunite casket in bear's nest (X:86 Y:448).

    Later acts

    Head :

    • Helm of Balduran. Act 3, Sanctuary of the Dragon (X: 636, Y: -964).

    Shoulders :

    • Cloak of Evasion. Act 3, Dragon's Crossing: bargaining with Entharl Danthelon in Danthelon's Dancing Axe;
    • Flesh Solvent Cloak. Act 2, gilded casket in the morgue of the House of Healing.

    Armor :

    • Embrace of the Reaper. Act 2: loot from Ketheric Torm;
    • Armor of Bhaal. Act 3, Murder Tribunal : Bargaining with the Echo of Abazigal after gaining Unholy Assassin status;
    • Hell's Dusk Armor (Hell's Dusk Armor). Act 3, House of Hope: loot from Raphael.

    Hands :

    • Warrior's Gauntlets. Act 3, Dragon's Crossing: bargaining with Entharl Danthelon in Danthelon's Dancing Axe;
    • Damaged Hell's Twilight Gloves. Act 2, Dammon in the Last Light Tavern (if alive): for Hell's iron ;
    • Gauntlets of the Dark Justicar. Act 2, Challenge Ball : on the mountain of boxes (X:-660 Y:-760);
    • Gauntlets of Hill Giants' Strength. Act 3, exhibit in the House of Hope archives;
    • Heritage of the Masters. Act 3, Lower City: Bargain with Dammon in the Forge of Nine (if alive).

    Legs :

    • Hell's boots. Act 3, Dragon's Crossing: chest from the top of the castle on Serpentine Rock (X: -32 Y: 219).

    Weapon :

    • Halberd of Vigilance. Act 2, Moon Towers: bargaining with Lann Tarv after dialogue checks;
    • Trident of Waves. Act 3, Accounts Chamber : in Specially Protected Storage No. 4;
    • Giant Slayer Balduran. Act 3, The Snake's Path: loot from Ansur;
    • Dead shot. Act 3, Storm Coast Arsenal in Lower City: Bargain with Fitz Firecracker;
    • Short bow of dark fire. Act 2, stable near the Last Light tavern: bargaining with Dammon.

    Decorations :

    • Amulet of Great Health. Act 3, exhibit in the House of Hope archives.
    • Amulet of the Harpers. Act 2, Last Light Tavern: bargaining with Quartermaster Tully;
    • Ring of Merciless Light. Act 2, Challenge Ball : Chest in the vault next to Balthazar (X: -821 Y: -752).
    • Ring of Regeneration. Act 3, “Magic Supplies” in Lower Town: bargaining with Roland or Projection Lorroacana ;
    • Killer love. Act 2, Challenge Ball : On the floor near the location of the shadow copy of your key character in the Self-Repeat Trial (X: -833 Y: -729).

    The best potions and elixirs

    Among the potions for various buffs, you will definitely need these:

    • Speed ​​Potion: +2 armor, bonus move, haste, and bonus on agility checks;
    • Elixir of Hill Giant Strength: + to Strength up to 21, until the hero takes a long rest;
    • Elixir of Bloodlust: +5 units. to health and a bonus move after killing a target;
    • Drow Poison: A bonus to weapon damage that inflicts poison on the target and increases the chance that the target will fall asleep;
    • Potion of Flight: Flight as a bonus action for 10 turns;
    • Elixir of Vigilance: +5 to initiative and you won’t be caught off guard.
    • Elixir of Heroism: +10 units. to health and the effect of the “Heroism” spell until a long rest;
    • Elixir of Malice: increased crit chance by 1 (stacks with similar class abilities);
    • Oil of Precision: +2 to attack rolls with weapons coated with the compound;

    You can expand your paladin's arsenal not only by exploring the game world, but also with the help of various mods for weapons, armor and even spells: we have described their full list and installation methods in detail in separate guide.