Baldur's Gate 3: Paladin guide BG3 Baldurs Gate 3 guide, walkthrough
Having trouble choosing the right abilities and subclasses for a BG3 Paladin? This guide explains how to create the best Paladin character and how to use Divine Smite.
Last update: 17 July 2023
To get the most out of your Paladin in BG3, you need to choose the adequate background and race. This is just the first step - for the Paladin to be as powerful as possible you must assign Ability points correctly and choose the best Spells and Actions for the character - we will help with that. We also explain the idea behind and how to use Divine Smite and help in choosing a sub-class from 4 available. Finally, in the bottom part of the page, you can find some of the best and recommended Paladin builds.
- Best origin for a Paladin
- Best race for a Paladin
- Paladin's ability points
- Best spells and actions for Paladin
- Best subclass for Paladin
- Best fighting style for Paladin
- Oathbreaker
- Divine Smite
- Best Paladin build
Best origin for a Paladin
When choosing an origin story for Paladin, try to choose one that reinforces Skills that you will use as a representative of this class. In the case of the Paladin, we recommend the following:
- Outlander - bonus to Athletics and Survival.
- Guild Artisan - bonus to Intuition and Persuasion.
- Folk Hero - bonus to Animal Handling and Survival.
Best race for a Paladin
Paladins are characterized by great strength, high constitution, and charisma, therefore the best races for this class are:
- Half-elves - +2 to Charisma and +2 to chosen Abilities (you can only add one point to one attribute, and only to Strength, Dexterity, or Constitution)
- Dwarves - Shield Dwarf is especially recommended, which receives +2 to Constitution and +2 to Strength.
- Tieflings receive +1 to Strength and +2 to Charisma as a racial bonus.
- Githyanki receive +2 to Strength and +1 to Intelligence.
- Humans receive +1 to all Abilities.
Paladin's ability points
- The basic attribute describing a Paladin is Strength, which allows for more powerful melee attacks. When choosing a race like Half-elf and Dwarf, you'll begin with 16-17 Strength, receiving 3 modifiers of this attribute. High Charisma enables the Paladin to successfully cast spells. Paladin's most powerful magic skills require you to land a melee attack first, so these two Attributes should be developed as much as possible.
- Additionally, extra points to Constitution will improve the durability of the character, and a higher modifier of this Ability will make your Paladin sustain Concentration spells better.
- When it comes to Wisdom, make sure you have at least 10 of it, as this Attribute plays a role during defense rolls.
Best spells and actions for Paladin
- Lay on Hands - an Action available from level 1 of the character that replenishes health and removes diseases and poisons.
- Bless - a level 1 Concentration spell that applies a Blessing to up to 3 allies. With Blessed status, the affected characters receive a 1d4 bonus to attack and defense rolls. The spell lasts for 10 turns.
- Heroism - a level 1 Concentration spell reinforcing either the Paladin or an ally of another class. With Heroism, the affected hero cannot become Terrified and receives a bonus to base health points (+5) with each turn. The spell lasts for 10 turns.
- Shield of Faith - a Concentration spell available from level 1 that surrounds an ally with a protective magic barrier adding +2 to armor class.
- Thunderous Smite - a level 1 Concentration spell. After an attack with an imbued weapon, the enemy is pushed 3 meters and receives 2d6 thunder damage. Additionally, the enemy may be knocked down.
- Divine Favour - a level 1 Concentration spell that when applied, adds extra damage to melee attacks (additional 1d4 damage from light) - the effect lasts 10 turns.
- Aid - a level 2 spell that reinforces allies and increases their base Constitution up to the time of longer rest.
- Branding Smite - a level 2 Concentration spell that imbues the Paladin's weapon with astral glow that marks the target with light once struck and prevents them from becoming Invisible. The effect lasts for 10 turns.
- Magic Weapon - a level 2 Concentration spell that imbues the weapon with magic energy. This results with a 1+ bonus to attack and defense rolls.
Best subclass for Paladin
In Baldur's Gate 3, a Paladin can pursue one of two specializations:
- Oath of Devotion - unlocks Holy Rebuke skill. This spell creates an aura around an ally which deals 1d4 light damage to every being that attacks them in melee range. The effect lasts for 2 turns. At level 3 of this specialization, the Paladin receives a spell called Sacred Weapon which counts his Charisma modifier to attack rolls with held weapon and Turn the Unholy spell that can be cast on monster or undead groups. If Turn the Unholy hits its target, the enemies will be pushed to a certain distance and won't be able to perform any attacks or reactions for 3 turns. Aside from the above, you also receive access to two spells - Protection from Evil and Good and Sanctuary. Sanctuary protects an ally from damage up to 10 turns provided they don't perform any attacks on their own. A perfect spell for protecting weak party members or NPCs.
- Oath of the Ancients - this specialization unlocks Healing Radiance, a spell that heals all allies in a 3-meter radius. At level 3 of the specialization, the Paladin receives Nature's Wrath, a spell that immobilizes an enemy for 10 turns and reduces their attack and defense, and Turn the Faithless, a spell useful against tieflings and fairies. If Turn the Faithless reaches its target, it will make enemies stand at a certain distance and make them unable to perform any moves for 3 turns.
Best fighting style for Paladin
Upon reaching level 2, Paladin can choose 1 fighting style from 4 available:
- Defense - the Paladin receives a +1 bonus to armor class while wearing an armor.
- Dueling - when equipped with a melee weapon and a shield, the hero receives +2 bonus to attack rolls with the held weapon, increasing the chances of dealing heavy damage.
- Great Weapon Fighting - when Paladin lands 1 or 2 on the dice when attacking with a two-handed weapon, he can reroll the dice.
- Protection - when a monster in a 1.5-meter radius from the Paladin starts attacking a different target, he can impose Disadvantage on this enemy.
Paladins are great with heavy armor and two-handed weapons, which makes Great Weapon Fighting a really viable choice. Rerolling the dice in case of a bad throw will surely prove to be useful in critical situations.
Oathbreaker
Oathbreaker is the third Subclass available for Paladin. If Paladin kills an innocent NPC or lies too often in dialogues, he will break his oath, and lose all spells and abilities of his Subclass.
If you break your oath, the next time you visit the camp you will meet a Paladin who will offer you to reclaim your oath for 2000 gold. You can either accept this offer or enter the Oathbreaker path.
At level 5, Oathbreaker Paladin receives 3 spells:
- Spiteful Suffering - deals 1d4 3 necrotic damage to a single target for 3 turns, additionally weakening his defense.
- Control Undead - all undead on a lower level than your Paladin will start following the hero and attack his enemies. Additionally, these beings will remain with him up to a long rest.
- Dreadful Aspect - casts an aura with a radius of 9 meters. All struck entities that fail the Wisdom roll will be Frigthened for 10 turns making them immobilized. Additonally, their attack and skill rolls will be weakened.
Divine Smite
Upon reaching level 2, the Paladin receives Divine Smite, an active spell that deals light damage after each performed melee attack. At level 5, this may mean even up to 3d8 additional damage.
Divine Smite is always prepared. You can set up an automatic casting of this spell after a melee attack or only for critical strikes. You can also set up a pop-up questions before using an automatic Divine Smite.
Best Paladin build
If you want your Paladin to use two-handed weapons, choose the following:
- Race: Zariel Tiefling
- Subclass: Oath of the Ancients
- Abilities: Strength and Charisma minimum 16, Constitution 13, Dexterity 12, Wisdom 10, Intelligence 8
- Fighting style: Great Weapon Fighting
- Weapon: Sussar Greatsword
- Armor: Chain Mail Armour
If you would like a Paladin that uses sword and shield in battle, choose:
- Race: Shield Dwarf
- Subclass: Oath of Devotion
- Abilities: Strength 17, Charisma 14, Constitution 14, Dexterity 13, Wisdom 10, Intelligence 8
- Fighting style: Duelling
- Weapon: Faithbreaker
- Armor: Slippery Chain Shirt
- Shield: Absolute's Warboard