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BG3 Paladin Build: Smite Everything Into Oblivion
Paladins represent the pinnacle of burst damage and frontline utility in Baldur’s Gate 3. They are the only class capable of turning a single successful melee hit into a nuclear explosion of radiant energy. Whether you are aiming to solo boss encounters or provide an unbreakable aura for your party, the right build is the difference between a fallen knight and a divine juggernaut. This breakdown covers the most effective ways to construct a Paladin, focusing on the current meta for high-difficulty runs.
The Core Mechanics of the Paladin
The fundamental power of any Paladin build rests on Divine Smite. Unlike traditional spellcasting, Divine Smite allows you to expend spell slots to add radiant damage to your melee attacks. Crucially, this can be decided after you know the attack has hit, and even better, after you know it’s a critical hit.
To maximize this, you must navigate the "Ask" prompt in the Reactions menu. Ensure every level of Divine Smite is set to "Ask" and "On." This prevents the game from wasting high-level slots on weak enemies while ensuring that when you land a Critical Hit, you can manually trigger your highest-level Smite for doubled damage dice.
Choosing the Right Race
While any race can complete the game, certain racial passives synergize perfectly with the Paladin’s kit.
- Half-Orc: Widely considered the gold standard for offensive Paladins. Savage Attacks adds an extra damage die on critical hits. Since Paladins live for big crits, this is a massive DPR (Damage Per Round) increase. Relentless Endurance also keeps you standing when a boss tries to burst you down.
- Zariel Tiefling: Provides free Smite spells (Searing Smite and Branding Smite) that do not consume your precious Paladin spell slots. The Thaumaturgy cantrip is also invaluable for passing Intimidation and Persuasion checks, which Paladins handle as the party's "face."
- Githyanki: The mobility provided by Astral Knowledge and the Misty Step spell at level 5 helps solve the Paladin’s biggest weakness: being kited by ranged enemies.
Starting Stats and Background
Paladins are "MAD" (Multiple Ability Dependency), meaning they need Strength for accuracy, Charisma for spells/auras, and Constitution for health and concentration.
Standard Array for a Pure Build:
- Strength: 16 (includes +2 bonus)
- Dexterity: 10
- Constitution: 14
- Intelligence: 8
- Wisdom: 10
- Charisma: 16 (includes +1 bonus)
You can dump Dexterity because heavy armor ignores your DEX modifier for Armor Class (AC). However, keep Wisdom at 10 to avoid being susceptible to crowd control spells like Hold Person.
For Backgrounds, Soldier or Noble are ideal. Soldier grants Athletics and Intimidation, while Noble provides Persuasion. Since your Charisma will be high, you will be the one talking the party into—or out of—trouble.
The Path of Vengeance: Level-by-Level (1-12)
Oath of Vengeance is the most popular subclass for players who want to focus on raw damage. It provides the "Vow of Enmity," which grants Advantage on attack rolls against a target for 10 turns.
- Level 1: Select Oath of Vengeance. Lay on Hands provides emergency healing, but it's better used to cure poisons or stabilize allies.
- Level 2: Fighting Style choice. Defense (+1 AC) is usually better than Duelling because surviving at the front is your primary job. This level also unlocks Divine Smite.
- Level 4: First Feat. Savage Attacker is statistically superior for Paladins over Ability Score Improvements (ASI). It allows you to roll your damage dice twice and take the highest result, which applies to all those Smite dice.
- Level 5: Extra Attack. This is your biggest power spike. You can now smite twice per turn.
- Level 6: Aura of Protection. You and nearby allies gain a bonus to all Saving Throws equal to your Charisma modifier. This is arguably the strongest defensive feature in the game.
- Level 8: Second Feat. Now take the ASI for Strength +2 or Great Weapon Master if you are using a two-handed sword and have a consistent way to gain Advantage (like Vow of Enmity).
- Level 9: You gain Haste. Casting Haste on yourself allows for a third attack (or a fourth in lower difficulties) and increased movement speed.
- Level 11: Improved Divine Smite. Every melee hit now automatically deals an extra 1d8 radiant damage, even without spending a spell slot.
The "Padlock" Multiclass (7 Paladin / 5 Warlock)
This build remains a staple for players who want to focus entirely on Charisma. By taking 5 levels in Warlock (Pact of the Blade), your weapon attacks will scale off your Charisma modifier instead of Strength.
Why it works:
- SAD (Single Ability Dependent): You can dump Strength and put everything into Charisma. This makes your Aura of Protection stronger and your social checks nearly impossible to fail.
- Short Rest Smites: Warlock spell slots return on a Short Rest. You can burn your high-level Warlock slots on Smites, take a quick break, and have them back for the next fight.
- Eldritch Blast: Gives the Paladin a powerful ranged option for when they can't reach the target.
Note for Honor Mode: The extra attack from Pact of the Blade does not stack with the Paladin's Extra Attack in Honor Mode. If playing on Tactician or below, this build grants three attacks per action, making it incredibly broken.
The "Sorcadin" Multiclass (2 Paladin / 10 Sorcerer)
If your goal is to have the maximum number of high-level spell slots to fuel Divine Smite, the Sorcadin is the answer.
Start with 2 levels of Paladin to unlock Divine Smite and Heavy Armor proficiency. Then, put the rest into Sorcerer (Draconic Bloodline or Storm Sorcery).
The Synergy:
- Metamagic: Use Quicken Spell to cast a utility spell (like Hold Person) as a bonus action, then use your action to auto-crit Smite the paralyzed target.
- Slot Conversion: You can convert Sorcery Points into high-level spell slots to keep smiting long after a pure Paladin would be out of resources.
Essential Gear for the End Game
Your equipment should complement your high crit potential and defensive needs.
- Balduran’s Giant Slayer (Greatsword): Doubles the damage from your Strength modifier. It is the ultimate weapon for a Strength-based Vengeance Paladin.
- Helldusk Armour: Provides 21 AC and allows you to fly. It also makes you immune to fire, which is common in late-game encounters.
- Gauntlets of Hill Giant Strength: Sets your Strength to 23. This allows you to respec your character to have 8 Strength and dump those points into Charisma and Constitution while still hitting like a truck.
- Amulet of Greater Health: Sets your Constitution to 23. This ensures you never lose concentration on spells like Bless or Haste and gives you a massive HP pool.
- Killer’s Sweetheart (Ring): Guarantees that your next attack after killing a creature is a Critical Hit. Use this to delete the boss after clearing a minion.
Combat Tactics: Managing Your Smites
The most common mistake is over-smiting. You do not need to smite every goblin.
- The Priority List: Save your level 3 and level 4 slots for bosses or high-threat targets (like Mind Flayers). Use level 1 slots only if it guarantees a kill on an enemy that is about to take a turn.
- Concentration: Early on, Bless is your best friend. It helps you and two allies hit more consistently. Later, Haste becomes the priority.
- Positioning: Use your Aura of Protection effectively. Your squishy casters (Gale or a Sorcerer) should stay within your aura circle during enemy turns to survive incoming spells.
- The Crit Fisher: If you have an ally who can cast Hold Person or Hold Monster, wait for them. Any melee hit on a paralyzed target within 3 meters is an automatic critical hit. This is when you expend your highest-level Smite slot for catastrophic damage.
Managing Your Oath
Playing a Paladin adds a layer of roleplay difficulty. Breaking your oath—by attacking non-hostiles, betraying allies, or showing unnecessary cruelty—will summon the Oathbreaker Knight to your camp.
While the Oathbreaker subclass is actually very strong (granting access to Aura of Hate which adds Charisma modifier to weapon damage), it prevents you from respeccing your character at Withers until you pay a hefty gold fine to reclaim your original oath. If you plan to multiclass or change your stats, do it before you break your oath.
Consumables and Buffs
To push this build into the "broken" category, utilize the alchemy system:
- Bloodlust Elixir: Grants an extra action on a kill once per turn. For a Paladin, an extra action means two more Smites.
- Potion of Speed: A backup for when you don't have a caster to provide Haste.
- Oil of Accuracy: Essential for Great Weapon Master users to offset the -5 penalty to attack rolls.
In the current state of the game, the Paladin remains the undisputed king of melee burst. By combining the raw power of Vengeance with the efficiency of Savage Attacker and the right high-tier gear, you can effectively end most Act 3 boss fights in two turns or less. Focus on your Charisma for the party's safety, your Strength for the enemy's demise, and always keep a high-level slot ready for that inevitable critical hit.
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Topic: BG3 Buildshttps://guides.blackbeardsvault.com/books/bg3-builds/export/pdf
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